Game program, gaming apparatus, and recording medium

ABSTRACT

To provide a game program, gaming apparatus, recording medium in which any player can easily customize a player character, thus making it possible to increase player&#39;s interest in a game. A gaming apparatus stores a plurality of types of additional power data classified by type and a plurality of types of power objects which are classified by a shape corresponding to the type and are used to determine character power. The gaming apparatus exerts control to display a region of a shape, which corresponds to the type of additional power data, and the shape of at least any of a plurality of types of power objects. The gaming apparatus, on condition that a power object corresponding to the shape of the region has been set in the region, determines additional power data, which corresponds to the shape of the power object, as additional power data to be added to character data.

RELATED APPLICATION

This application claims the priority of Japanese Patent Application No.2005-106339 tiled on Apr. 1, 2005 which is incorporated herein byreference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a game program, a gaming apparatus, anda recording medium, and more particularly to a game program, a gamingapparatus, and a recording apparatus which determine character powerbased on character data relating to a character and additional powerdata.

2. Background Art

Various game programs have been provided in which, in a virtual world ata game on the screen of a computer and a display device, a command inputand the like are performed in response to a player's operation, acharacter action mode during the game is selected in accordance with apredetermined action order, and a preset story is thus progressed,thereby leading a player to play a role such a character. Such a game isgenerally called a “RPG” (Role Playing Game).

As this kind of game program, a game program is generally known, whichincludes a battle scene in which a battle is fought between a character(hereafter called a “player character”), who is manipulated in responseto a player's operation, and an enemy character, which is controlled bythe computer, wherein an experience value, a virtual coin, and the likeare obtained by defeating the enemy character in this battle, thusprogressing a story while increasing a character level.

In such a game program, in the case of performing an action such is anattack by a player character in a battle scene, a command input and thelike are performed in response to a player's operation for each playercharacter in accordance with a predetermined action order, and acharacter action mode is selected based on character data correspondingto the character and the player's operation. After the character actionmode has been selected, character action control is exerted, such as todisplay a battle fought by the character, based on the action mode ofthe character. In this way, the battle scene is executed by repeatedlyswitching the character action mode selection control and the actioncontrol in accordance with a predetermined order. Also, in such a battlescene, the action control will be exerted based on a plurality ofcharacter data stored for each plurality of characters.

As this kind of game program, generally, as described in JapaneseUnexamined Patent Publication No. 2005-6986, a game program is disclosedin which a plurality of regions, which are set for each player characterand into which a map is divided, can be equipped with magic staffrelated to magic groups, wherein, in the case of equipment with themagic staff, when a region and the magic staff fall in a correctrelationship, it becomes possible to use a magic group included in themagic staff. The game program thus aims at increasing player's interestin the game. Also, hint information, which hints such a relationshipbetween the region and the magic staff, gives a hint to the player as towhether the relationship is correct or not, and a player s search forsuch a relationship increases player's interest in the game.

However, in the aforementioned game program, a player character iscustomized, for example, magic becomes available, in response to therelationship between the region and the magic staff. However, becausewhether the relationship between the region and the magic staff iscorrect or not is hinted by only the hint information, and so on, it isrequired to be familiar with such a relationship and the like in orderto freely customize a player character. Therefore, this game program isnot widely acceptable to all kinds of players including game beginners,children, or the like, which hardly contributes to the increase ofplayer's interest in the game.

SUMMARY OF THE INVENTION

The invention has been made in view of problems such as described above,and an object thereof is to provide a game program, gaming apparatus,recording medium in which any player can easily customize a playercharacter, thus making it possible to increase player's interest in agame.

To achieve an object such as aforementioned, the invention provides thefollowing.

(1) A game program product for use in a computer including aplayer-operable operating device comprising: a character data storagemodule which stores character data relating to a character; anadditional power data storage module which stores additional power datato be added to character data; an additional power data determinationmodule which, based on an operational signal from the operating device,determines additional power data to be added to character data; acharacter power determination module which determines character powerbased on the character data stored in the character data storage moduleand the additional power data determined by the additional power datadetermination module, wherein the additional power data storage module,stores a plurality of types of additional power data classified by type;and stores a plurality of types of power objects which are classified bya shape corresponding to the type and are used to determine characterpower; and the game program product further comprising: a region displaycontrol unit which exerts control to display a region of a shapecorresponding to the type of the additional power data; and a powerobject display control unit which exerts control to display the shape ofat least any of the plurality of types of power objects wherein theadditional power data determination module, on condition that a powerobject corresponding to the shape of the region has been set in theregion, determines additional power data, which corresponds to the typeof the power object, as additional power data to be added to characterdata.

(2) A game program product according to (1) wherein the additional powerdata storage module stores additional power data which corresponds tothe size of a power object and becomes relatively favorable for acharacter pursuant to the size of the power object; and the game programproduct further comprising: a region size change module which changesthe size of the region wherein the additional power data determinationmodule, on condition that a power object corresponding to the size ofthe region or smaller has been set in the region, determines additionalpower data, which corresponds to the size of a power object related tothe region, as additional power data to be added to character data.

(3) A game program product according to (2) further comprising: a regionshape type change module which changes the shape type of the region.

(4) A game program product according to (3) further comprising: aplurality of types of the additional power data determination moduleswhich are different in at least any of the number, shape size, and shapetype of regions; an additional power data setting module which sets anyof the plurality of types of additional power data determinationmodules, relating it to a character; and the character powerdetermination module determines character power based on character datarelating to a character set related thereto by the additional power datasetting module and additional power data of an additional power datadetermination module set related to the character by the additionalpower data setting module.

(5) A game program product according to (1) wherein the additional powerdata storage module, in response to the region, stores additional powerdata which is used to change the increase/decrease ratio of characterdata to a character action mode; and the additional power datadetermination module, on condition that the power object has been set inthe region, determines additional power data, which corresponds to theregion, as additional power data to be added to character data.

(6) A gaming apparatus comprises: a player-operable operating device; acharacter data storage module which stores character data relating to acharacter; an additional power data storage module which storesadditional power data to be added to character data; an additional powerdata determination module which, based on an operational signal from theoperating device, determines additional power data to be added tocharacter data; and a character power determination module whichdetermines character power based on the character data stored in thecharacter data storage module and the additional power data determinedby the additional power data determination module, wherein theadditional power data storage module stores a plurality of types ofadditional power data classified by type, and the additional power datastorage module stores a plurality of types of power objects which areclassified by a shape corresponding to the type and are used todetermine character power, the gaming apparatus including: a regiondisplay control unit which exerts control to display a region of a shapecorresponding to the type of the additional power data; and a powerobject display control unit which exerts control to display the shape ofat least any of the plurality of types of power objects, wherein theadditional power data determination module on condition that a powerobject corresponding to the shape of the region has been set in theregion, determines additional power data, which corresponds to the typeof the power object, as additional power data to be added to characterdata.

According to the invention of (1) or (6), control is exerted to displaya region of a shape, which corresponds to the type of additional powerdata, and the shape of a power object, and on condition that a powerobject corresponding to the shape of the region has been set in theregion, additional power data corresponding to the type of the powerobject is determined as additional power data to be added to characterdata. Accordingly, the shape of the region is related to the shape ofthe power object, thereby determining additional power datacorresponding to the power object, so that any player can easilyrecognize the relation and can easily customize a player character, thusmaking it possible to increase player's interest in the game.

According to the invention of (2), it is possible to store additionalpower data which corresponds to the size of a power object and becomesrelatively favorable for a character pursuant to the size of the powerobject, and to change the size of the region. Also, additional powerdata is determined in response to the size of a power object which is ofthe size of a region or smaller and is related to the region.Accordingly, since additional power data is made relatively favorablefor a character pursuant to the size of a power object, a more favorablepower object can be set by changing the size of a region, so that aplayer character can be customized, thus making it possible to increaseplayer's interest in the game. Also, since additional power data isdetermined in response to the size of a power object related to theregion, any player can easily recognize the size of the power object andcan easily customize a player character, thus making it possible toincrease player's interest in the game.

According to the invention of (3), it is possible to change the shapetype of a region. Accordingly, the type of additional power data caneasily be changed, thus making it possible to increase player's interestin the game.

According to the invention of (4), There are provided a plurality oftypes of additional power data which are different in at least any ofthe number, shape size, and shape type of regions, and any of them areset related to a character. Also, based on character data and additionalpower data relating to the character thus set, power of the character isset. Accordingly, additional power data of an additional power datadetermination module can be customized for each character, so thatadditional power data of a character can be diversified, thus making itpossible to increase player's interest in the game.

According to the invention of (5), additional power data, which is usedto change the increase/decrease ratio of character data to a characteraction mode, is stored in response to the region, and, on condition thatthe power object has been set in the region, additional power data,which corresponds to the region, is determined as additional power datato be added to character data. Accordingly, the increase/decrease ratioof character data to a character action mode can be changed by settingadditional power data which is used to change the increase/decreaseratio of character data to a character action mode, so that additionalpower data of a character can be diversified, thus making it possible toincrease player's interest in the game.

According to the invention, any player can easily recognize a relation,and can easily customize a player character, thus making it possible toincrease player's interest in a game.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE INVENTION OF THE DRAWINGS

The accompanying drawings, which are incorporated in and constitute apart of the specification, illustrate embodiments of the invention, andtogether with the general description given above and the detaileddescription of the embodiments given below, serve to explain theprincipals of the invention.

FIG. 1 is a view showing the overall configuration of a gaming apparatusto which the invention is applied;

FIG. 2 is a block diagram showing the system configuration of the gamingapparatus in FIG. 1;

FIGS. 3A and 3B are illustrations showing character's individual powerof player character A and player character B, respectively;

FIG. 4 is an illustration showing a character data table relating tocharacters: player character A, player character B, player character C,and enemy character A;

FIG. 5 is an illustration showing an action table relating tocharacters: player character A and enemy character A;

FIG. 6 is an illustration showing a grouping table for playercharacters;

FIG. 7 is an illustration showing a display item setting table;

FIG. 8 is an illustration showing a magic plate setting table;

FIG. 9 is an illustration showing a magic stone setting table;

FIG. 10 is an illustration showing a player character state settingtable;

FIG. 11 is an illustration showing a special action table;

FIG. 12 is an illustration showing an addition action value calculationtable;

FIG. 13 is an illustration showing a hit attribute table;

FIG. 14 is an illustration showing a damage attribute table;

FIG. 15 is a diagram showing an attack table;

FIG. 16 is a diagram showing a specialty table;

FIG. 17 is a diagram showing an item table;

FIG. 18 is a diagram showing a calculating formula to be used tocalculate the amount of opponent's damage done to an enemy character;

FIG. 19 is a diagram showing a display mode of a judgement ringdisplayed during a command determination;

FIG. 20 is a diagram showing a display mode of a judgment ring displayedafter the command determination;

FIGS. 21A and 21B are diagrams showing another example of a 120% region;

FIG. 22 is a diagram showing a calculating formula to be used tocalculate the amount of opponent's damage done when attack magic is usedand a calculating formula to be used to calculate a recovery valueobtained when recovery magic is used;

FIG. 23 is a diagram showing a judgment ring correction parameter table;

FIGS. 24A to 24E are diagrams showing display modes of a judgment ringdisplayed during a double attack or double combo attack determination;

FIGS. 25A to 25F are diagrams showing display modes of a judgment ringdisplayed during a combo attack (shortcut) determination;

FIGS. 26A and 26B are display examples of a title screen and a worldmap;

FIGS. 27A and 27B are illustrations showing a battle scene;

FIGS. 28A and 28B are illustrations showing a battle scene;

FIGS. 29A and 29B are illustrations showing a battle scene;

FIGS. 30A and 30B are illustrations showing a battle scene;

FIGS. 31A and 31B are illustrations showing a battle scene;

FIGS. 32A and 32B are illustrations showing a battle scene;

FIGS. 33A and 33B are illustrations showing a battle scene;

FIGS. 34A and 34B are illustrations showing a battle scene;

FIGS. 35A and 3513 are illustrations showing a battle scene;

FIGS. 36A and 36B are illustrations showing a battle scene;

FIGS. 37A and 37B are illustrations showing a battle scene;

FIGS. 38A and 38B are illustrations showing a battle scene;

FIG. 39 is an illustration showing a battle scene;

FIGS. 40A and 40B are illustrations showing a battle scene;

FIGS. 41A and 41B are illustrations showing a battle scene;

FIGS. 42A and 42B are illustrations showing a battle scene;

FIGS. 43A and 43B are illustrations showing a status display screen;

FIGS. 44A and 44B are illustrations showing a status display screen;

FIGS. 15A and 45B are illustrations showing a magic plate/magic stonesetting screen;

FIGS. 46A and 46B are illustrations showing a magic plate/magic stonesetting screen;

FIGS. 47A and 47B are illustrations showing a magic plate/magic stonesetting screen;

FIGS. 48A and 48B are illustrations showing a magic plate/magic stonesetting screen;

FIGS. 49A and 49B are illustrations showing a magic plate/magic stonesetting screen;

FIG. 50 is a flowchart showing the procedure of a main game process;

FIG. 51 is a flowchart showing the procedure of a battle process;

FIG. 52 is a flowchart showing the procedure of a special action valueupdate process;

FIG. 53 is a flowchart showing the procedure of a command process;

FIG. 54 is a flowchart showing the procedure of a normal commandreception process;

FIG. 55 is a flowchart showing the procedure of a double commandreception process and a double combo command reception process;

FIG. 56 is a flowchart showing the procedure of a combo commandreception process;

FIG. 57 is a flowchart showing the procedure of the combo commandreception process;

FIG. 58 is a flowchart showing the procedure of a normal action resultdetermination process;

FIG. 59 is a flowchart showing the procedure of a double action resultdetermination process;

FIG. 60 is a flowchart showing the procedure of a double combo actionresult determination process;

FIG. 61 is a flowchart showing the procedure of a combo action resultdetermination process (normal);

FIG. 62 is a flowchart showing the procedure of a combo action resultdetermination process (shortcut);

FIG. 63 is a flowchart showing the procedure of a judgment ringdetermination process 1;

FIG. 64 is a flowchart showing the procedure of a judgment ringdetermination process 2;

FIG. 65 is a flowchart showing the procedure of a judgment ringdetermination process 3;

FIG. 66 is a flowchart showing the procedure of a judgment ringdetermination process;

FIG. 67 is a flowchart showing the procedure of a combo establishmentdetermination process;

FIG. 68 is a flowchart showing the procedure of an energy drain process;

FIG. 69 is a flowchart showing the procedure of a calorie initializationprocess;

FIG. 70 is a flowchart showing the procedure of a magic plate settingprocess;

FIG. 71 is a flowchart showing the procedure of a magic plate editingprocess;

FIG. 72 is a flowchart showing the procedure of a grouping process;

FIG. 73 is a flowchart showing the procedure of a group selectionprocess;

FIG. 74 is a flowchart showing the procedure of a status display controlprocess; and

FIG. 75 is a diagram showing the configuration of a network gamingsystem.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

A preferred embodiment of the invention will hereafter be described withreference to the drawings.

Configuration of Gaming Apparatus

FIG. 1 shows the overall configuration of a gaming apparatus to whichthe invention is applied. This gaming apparatus 200 includes anapparatus body 1, a control section 4 which acts as an operating device(capable of being operated by a player) for outputting a control commandto the apparatus body 1 in response to a player's operation, and adisplay device 15 which displays an image based on an image signal fromthe apparatus body 1. On this gaming apparatus 200, a game is executedas a variety of images, such as a plurality of characters which includea player character and an enemy character, are displayed on a displaysurface (hereafter called a “display”) 16, such as a CRT, of the displaydevice 15.

The game to be executed on this gaming apparatus 200 is executed byreading a game program stored in an external recording medium separatefrom the apparatus body 1. The external recording medium which storesthe game program can utilize an FD (Flexible Disk) and any otherrecording media, in addition to a CD-ROM and a DVD-ROM. This embodimentdescribes the case in which the DVD-ROM is used. An openable/closablecover 2 is disposed in the central upper portion of the apparatus body1. By opening this cover 2, a DVD-ROM 31 (see FIG. 2) can be loaded intoa DVD-ROM drive 29 (see FIG. 2) which acts as a recording medium drivedisposed inside the apparatus body 1.

The control section 4 includes various input parts which a playeroperates to issue control commands to a CPU 21 (see FIG. 2) in theapparatus body 1. As the input parts, an up key 7, a down key 8, a leftkey 9, and a right key 10, which are operated mainly to move a characterappearing in the game and to move an item selected from a menu, aredisposed in the left portion of the control section 4. A “triangle”button 11, a “circle” button 12, an “Ex” button 13, and a “square”button 14, which are operated mainly to determine and cancel variousitems, are disposed in the right portion of the control section 4. Aselection button 6 and a start button 5 are disposed in the centralupper and lower portions of the control section 4.

The display device 15 includes a video signal input terminal and a soundsignal input terminal, which are connected via terminal cables 18 and 19to a video output terminal and a sound output terminal of the apparatusbody 1, respectively. The display device 15 uses a TV receiver whichintegrally includes the display 16 capable of displaying image dataoutput from an image output section 25 (see FIG. 2) to be describedlater and speakers 17L and 17R (see FIG. 2) capable of outputting sounddata output from a sound output section 27 (see FIG. 2) to be describedlater. As shown in FIG. 1, the apparatus body 1 and the control section4 which acts as the operating device are connected by a signal cable 20.

Additionally, a memory slot 3 which acts as an insertion slot for amemory card 32 (see FIG. 2) is disposed in a side surface of theapparatus body 1. The memory card 32 is a storage medium for temporarilystoring game data when the player pauses the game or in the like case.The data recorded in this memory card 32 is read via a to-be-describedcommunication interface 30 (see FIG. 2) which has the function of actingas a card reader.

Electrical Configuration of Gaming Apparatus

FIG. 2 shows the system configuration of the gaming apparatus 200. Theapparatus body 1 includes the CPU 21 acting as a control section, theROM 22 and ROM 23 acting as modulestorage modules, an image processingsection 24, the image output section 25, a sound processing section 26,the sound output section 27, a decoder 28, the DVD-ROM drive 29, and thecommunication interface 30.

The DVD-ROM drive 29 is configured such that the DVD-ROM 31 isattachable and detachable therefrom, and a game program in the DVD-ROM31 attached thereto is read out by the CPU 21 in accordance with a basicoperating program, such as an OS (Operating System), stored in the ROM22. The read-out game program is converted by the decoder 28 into apredetermined signal and stored in the RAM 23.

The game program stored in the RAM 23 is executed by the CPU 21 inaccordance with the basic operating program or an input signal from thecontrol section 4. Image data and sound data are read from the DVD-ROM31 in response to the executed program, and the image data and the sounddata are sent to the image processing section 24 and the soundprocessing section 26, respectively.

The image processing section 24 converts the received image data into animage signal and, by supplying the image signal from the image outputsection 25 to the display device 15, displays an image on the display16. Particularly, the image processing section 21 has the function ofexerting control to calculate, at each predetermined time, the positionbetween a display target (e.g., a display object such as a character)located in a virtual 3D coordinate space and a view point, to generateimage data of the display target viewed from the view point, and todisplay an image, which is based on the generated image data, on thedisplay 16.

The sound processing section 26 converts the received sound data into asound signal and supplies the sound data from the sound output section27 to the speakers 17L and 17R.

The communication interface 30 is configured such that the controlsection 4 and the memory card 32 can be attachably and detachablyconnected thereto. Via this communication interface 30, data is read andwritten to the memory card 32, and signals from the control section 4are sent to units such as the CPU 21.

Character's Individual Power

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-ROM 31 and a parameter relating to a character,which parameter is based on the memory card 32. As one specific exampleof'such a parameter relating to a character, character's individualpower will be described using FIGS. 3A and 3B. FIGS. 3A and 3B areillustrations showing the character's individual power of playercharacter A and player character 13. The character's individual power ofplayer character A and player character 13 will be described hereafter,but the character's individual power of another player character and anenemy character will also be stored in the RAM 23.

The character's individual power shown in FIGS. 3A and 3B (one exampleof character data) is stored for each plurality of characters appearingin the game. The type of the character's individual power includes “hitpoints” (hereafter called “HP”), “magic points” (hereafter called “MP”),“sanity points” (hereafter called “SP”), “physical attack power”(hereafter called “STR”), “physical defense power” (hereafter called“VIT”), “speed” (hereafter called “AGL”), “magic attack power”(hereafter called “INT”), “magic defense power” (hereafter called“POW”), and “luck” (hereafter called “LUC”). These are expressed innumerical terms and are, even though at an identical character level,set to values which differ from one type of character to another.

Additionally, the character individual power is set in response to acharacter level (hereafter called “LV”). This LV varies depending on anexperience value which is cumulatively stored in response to anexperience, such as a battle, in the game. Particularly, in the case ofHP, MP, and SP, maximum HP, maximum MP, and maximum SP which correspondto the character's individual power, as well as actual HP, MP, and SPwhich vary during the game, are stored. Of course, AGL and LUC also varydepending on a special item or a special skill, as described later.

Furthermore, as described above, the character's individual power isloaded onto the RAM 23. Besides, the character's individual power variesdepending on a weapon, a protective gear, an item, and the like withwhich a character is equipped. Also, the character's individual powervaries depending on magic worked by the character and an item used bythe character.

Character Data Table

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-ROM 31 and character data relating to a character,which data is based on the memory card 32. A character data table havingstored therein such character data relating a character will bedescribed using FIG. 4. FIG. 4 is an illustration showing character datarelating to characters: player character A, player character 13, playercharacter C, and enemy character A. The character data of playercharacter A, player character B, player character C, and enemy characterA will be described hereafter, but the character data of another playercharacter and another enemy character is also stored in the RAM 23.

The character data table positioned in the RAM 23 is a table whichstores character data (including player character data and enemycharacter data) relating to a character (including a player characterand an enemy character). In this character data table, the character isrelated to “attribute”, “special action value”, “position (reference)”,“position (current)”, “calorie”, and “equipment with magic plate”. Theattribute is information indicating that the character has at least anyof a plurality of types of attributes, such as a light attribute or afire attribute. The special action value is a value which is used todetermine whether a special action, such as “combo”, “double”, or“double combo”, can be executed or not, and it will be determined, inaccordance with a to-be-described special action table (see FIG. 11),whether various special actions can be executed or not. Also, thisspecial action value is retained not only during one battle scene buteven after the battle scene ends. The position (reference) isinformation indicating a reference position of a character, for example,a ground position or an air position. Also, the position (current) isinformation indicating a current position of the character, for example,a ground position or an air position. Additionally, while “combo”,“double”, “double combo”, or the like is continuing, such positions(reference) and (current) can differ from each other, and when “combo”,“double”, “double combo”, or the like ends (breaks), the position(current) turns to the position (reference). Furthermore, as describedlater in detail, damage suffered can differ according to whether suchpositions (reference) and (current) differ from each other or not. Thecalorie is a calorie of the character. Particularly, a caloriecorresponding to player character B is increasable and reducible. Whenplayer character B's turn has come for action, an action category“energy drain” is selected in response to an operation of the controlsection 4, and when the action becomes successful, a calorie of acharacter (e.g., enemy character A) targeted for the action will beadded to the calorie of player character B. A calorie of any characterother than player character B, such as enemy character A, will neitherincrease nor decrease, and falls within the range in which it can takenot only a positive value but also a negative value. Of course, there isalso a character having a calorie of “0”. The calorie of playercharacter B thus increases and decreases, and the state of playercharacter 13 is determined based on that calorie and a to-be-describedplayer character state setting table (see FIG. 10). Additionally, theequipment with magic plate is information indicating a magic platestored related to a character. Furthermore, the magic plate includes aplurality of types of magic plates, and a magic stone is set for eachplurality of types of magic plates, whereby additional power datacorresponding to the magic plate and the magic stone will be added tocharacter data relating to a character equipped with the magic plate.Specifically, special magic can be used, MP consumption is reduced byhalf, or damage corresponding to an attack action is increased by half.

Action Table

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-ROM 31 and data relating to an action of acharacter, which data is based on the memory card 32. An action table inwhich such data is stored will be described using FIG. 5. FIG. 5 is anillustration showing character data relating to characters: playercharacter A and enemy character A, particularly, data relating to theactions of player character A and enemy character A. Player character Aand enemy character A will be described hereafter, but the characterdata of another player character and another enemy character is alsostored in the RAM 23.

The action table positioned in the RAM 23 is a table relating to anaction of a character (including a player character and an enemycharacter). In this action table, the character is related to “actiontype” (including the action category) which can be executed by thecharacter, “hit attribute” corresponding to the action type, “damageattribute”, and “basic value” corresponding to the action type. Theaction type includes various actions, such as “physical attack”, “attackmagic”, “auxiliary magic”, “recovery magic”, and “item use”, as well as“damage” in response to a player character and “turn and damage” inresponse to an enemy character. The damage means that a player characteror an enemy character is attacked, and the turn indicates that enemycharacter's turn has been executed. The basic value to be describedlater is thus set related to the damage, the turn, and the like. The hitattribute is information which is used to determine whether a hit isscored or not according to the position of an enemy character or thelike targeted for an action (attack action) type of the hit attribute,specifically, such as “to whole area”, “to ground”, “to air”, and “tolow altitude”. The details will be described using FIG. 13. The damageattribute is information which is used to determine a position of allaction target, such as in enemy character, after an action based on anaction (attack action) type of the damage attribute is performed.Specifically, the damage attribute includes “standard”, “hard hit”,“high angle”, “knockdown”, and the like. The details will be describedusing FIG. 14. The basic value is a basic value of an addition actionvalue which is added to a special action value based on the type of anaction executed. The addition action value is determined based on thisbasic value and a to-be-described addition action value calculationtable (see FIG. 12), and the determined addition action value will beadded to the special action value. That is, the addition action value isrelated to each character for each action of the character. Also, theaddition action value is related to each character when the charactersuffers damage.

The CPU 21 will thus read from the RAM 23 a parameter relating to acharacter, such as the character's individual power (see FIGS. 3A and3B), which is stored in the RAM 23. Also, the CPU 21, by fulfillingvarious conditions, updates the character data table (see FIG. 4) andthe like based on the character's individual power and the like. Such aCPU 21 and RAM 23 correspond to one example of a character data storagemodule which stores a plurality of character data relating to aplurality of characters. Also, such a CPU 21 and RAM 23 will store aplurality of item data (character data) for each plurality of characters(including a player character and an enemy character).

Additionally, such a CPU 21 and RAM 23 correspond to one example of aplayer character data storage module which stores player character datarelating to a player character. Particularly, the CPU 21 and RAM 23store such character's individual power (see FIGS. 3A and 3B), characterdata table (see FIG. 4, action table (see FIG. 5), and the like, andwill accordingly store player character state data (e.g., a calorie ofplayer character B) relating to the state of a player character. Also,the CPU 21 which loads such character's individual power onto the RAM23, as well as the RAM 23, corresponds to one example of an enemycharacter data storage module which stores enemy character data relatingto an enemy character. Particularly, the CPU 21 which stores such acharacter data table (see FIG. 4) in the RAM 23 and updates thecharacter data table, as well as the RAM 23, will store a calorie (oneexample of specific data) for each enemy character.

Grouping Table

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-ROM 31 and data relating to grouping of playercharacters, which data is based on the memory card 32. A grouping tablein which such data is stored will be described using FIG. 6. FIG. 6 isan illustration showing grouping of player characters. The data ofplayer characters other than characters to be described hereafter mayalso be stored in the RAM 23.

The grouping table positioned in the RAM 23 is a table for storing aplurality of group patterns (corresponding to teams to be describedlater) which are used to classify characters into a battle group whoparticipates in a battle and a standby group who does not participate inthe battle. In this grouping table, the plurality of group patterns arerelated to the members in the battle group and the members in thestandby group. The number of members in the battle group has a maximumlimit, which is four for example. Also, array orders 1 to 4 are relatedto the members in the battle group. That is, a plurality of groupingpatterns themselves, each for a plurality of characters, will be storedin the RAM 23.

As described later in detail, a group flag positioned in the RAM 23 canbe changed in response to an operation of the control section 1. Basedon the group flag and the grouping table, any grouping pattern isselected from a plurality of grouping patterns, such e.g. as grouppattern A to group pattern C. Based on the selected grouping pattern, aplurality of characters will then be classified into the battle groupand the standby group. Accordingly, any grouping pattern can be selectedfrom the plurality of grouping patterns, which enables easy and smoothclassification of groups in response to the power and state of acharacter, the progress of the game, and the like, so that the game canbe enjoyed simply and strategically. The CPU 21 which stores such agrouping table in the RAM 23, as well as the RAM 23, corresponds to oneexample of a grouping pattern storage module which stores a plurality ofgrouping patterns each for a plurality of characters.

Display Item Setting Table

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-ROM 31 and data relating to a display item incharacter data of a player character, which data is based on the memorycard 32. A display item setting table in which such data is stored willbe described using FIG. 7. FIG. 7 is an illustration showing the displayitem table.

The display item setting table positioned in the RAM 23 is a table whichis used to determine an item to be displayed for each character whenperforming status display. In this display item setting table, a groupis related to a display item. The group is divided into a battle groupwho participates in a battle and a standby group who does notparticipate in the battle. In a battle scene, action control is exertedwithout referring to various item data of a character belonging to thestandby group, but by referring to various item data of a characterbelonging to the battle group. That is, action control of a character(first character) classified as the battle group (first group) will beexerted based on a larger number of pieces of item data than that of acharacter (second character) classified as the standby group (secondgroup). Also, the display item is the type of various item data incharacter data stored for each character.

Specifically, a name, a level, maximum HP, HP, maximum MP, MP, thenumber of combo gauge stocks, and a level-up condition are related asthe display items to the battle group, while a name, a level, HP, MP,and the number of combo gauge stocks are related as the display items tothe standby group. The battle group thus has a larger number of displayitems than the standby group.

That is, a first display region 16a (see FIGS. 43A to 44B), whichdisplays item data corresponding to a character classified as the battlegroup, and a second display region 16b (see FIGS. 43A to 4413), whichdisplays item data corresponding to a character classified as thestandby group, are made different in the number of pieces of item data.Particularly, the number of pieces of item data in the first displayregion is made larger than that in the second display region. Such anumber of pieces of item data corresponding to a character classified asthe battle group will thus be displayed in the first display region. Inthis way, based on a plurality of item data, the plurality of item dataare displayed, for each plurality of characters, in a predetermineddisplay region on the display 16.

As described above, the first display region, which displays item datacorresponding to the first character classified as the first group, andthe second display region, which displays item data corresponding to thesecond character classified as the second group, are made different inthe number of pieces of item data. Accordingly, item data to bedisplayed can be made different according to the type, state, and thelike of a character, such as according to whether the character is thefirst character or the second character, so that a plurality of itemdata can be displayed in a display mode in which a display region hisbeen effectively utilized. Consequently, unnecessary item data whichvaries depending on the type and state of a character can be omitted,thus enabling display in a more easily viewable display mode.

Additionally, to exert action control of the first character based on alarger number of pieces of item data than that of the second character,item data corresponding to the first character is displayed in the firstdisplay region, with a larger number of pieces of item data than that inthe second display region. Accordingly, a larger number of pieces ofitem data can be displayed for a character of which the action controlis exerted based on a relatively large number of pieces of item data.Consequently, unnecessary item data which varies depending on the typeand state of a character can be omitted, thus enabling display in astill more easily viewable display mode.

Magic Plate Setting Table

Additionally, the aforementioned RAM 23 stores the game program readfrom the DVD-ROM 31 and data relating to a magic plate capable of beingset in response to a character, which data is based on the memory card32. A magic plate setting table in which such data is stored will bedescribed using FIG. 8. FIG. 8 is an illustration showing the magicplate setting table.

The magic plate setting table positioned in the RAM 23 is a table whichis used to set a plurality of types of magic plates which are set inresponse to a character. In this magic plate setting table, “magic platetype” is related to “star region” (which shows a star in the figure),“shape type”, “attribute”, “size”, and “equipment with magic stone”.Particularly, a plurality of star regions are set in each plurality oftypes of magic plates, and the shape type, attribute, size, andequipment with magic stone are related to each of those star regions.The magic plates are each an item which is stored in response to acharacter to thereby determine additional power data to be added tocharacter data relating to the character. As for equipment with thismagic plate, character's equipment with the magic plate is set accordingto the aforementioned character data table (see FIG. 4). The pluralityof star regions are regions which are set in each magic plate and inwhich magic stones for determining additional power data can be set.

The shape type of these star regions (regions) includes a circular shapewhich represents additional power data relating to an attack, atriangular shape which represents additional power data relating toauxiliary power, and a rhomboid shape which represents additional powerdata relating to recovery. The attribute of these star regions includesvarious attributes, for example, “ground attribute”, “water attribute”,and “fire attribute”. The size of these star regions includes sizes 1 to4. Magic stones can be set in these star regions. These star regions areplaced in a state capable of editing a magic plate, for example, at amagic plate arranging shop if a predetermined amount of money ispossessed, wherein the shape type and size of those star regions can bechanged. The equipment with magic stone functions as follows. That is,various magic stones to be described later are set in star regions,whereby additional power data corresponding to the various magic stonesset will be set in character data relating to a character. Also, asdescribed later in detail, these magic stones, by fulfilling apredetermined setting condition that they can be set in star regions ofa magic plate, will be set in the magic plate. It is not until a magicplate is equipped with a magic stone and a character is equipped withthe magic plate that additional power data corresponding to the magicstone will be added to character data relating to the character.

Magic Stone Setting Table

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-IRON, 31 and data relating to a magic stone capableof being set in response to a magic plate, which data is based on thememory card 32. A magic stone setting table in which such data is storedwill be described using FIG. 9. FIG. 9 is an illustration showing themagic stone setting table.

The magic stone setting table positioned in the RAM 23 is a table havingset therein data relating to a magic stone which can be set in a regionof a magic plate and is used to determine additional power data. In thismagic stone setting table, a magic stone is related to “shape type”,“attribute”, “size”, “level”, and “effect”. That is, the shape type,attribute, size, level, and effect are related to each plurality oftypes of magic stones.

Similar to the aforementioned regions, these magic stones have the shapetype, attribute, size, and the like. The shape type of these magicstones, similar to that of the regions, includes a circular shape whichrepresents additional power data relating to an attack, a triangularshape which represents additional power data relating to auxiliarypower, and a rhomboid shape which represents additional power datarelating to recovery. The attribute of those magic stones, similar tothat of the regions, includes various attributes, for example, a groundattribute, a water attribute, and a fire attribute. The size of thesemagic stones, similar to that of the regions, includes sizes 1 to 4. Thelevel indicates the levels of additional power data corresponding tothese magic stones, and is related to the size of the magic stones. Thatis, additional power data, which is made relatively favorable pursuantto the size of a magic stone, is added to character data. The effect isthe content of additional power data of a magic stone, including variousadditional power data with which, for example, attack magic A1 can beused, damage to be inflicted on an enemy character or the like isincreased by 5%, recovery magic C1 can be used, and MP consumption by aplayer character is reduced to 50%.

These magic stones fulfill a predetermined setting condition that theycan be set in star regions of a magic plate, whereby additional powerdata corresponding to a set magic stone will be added to character datarelating to a character equipped with the magic plate. The predeterminedsetting condition can be set when a magic stone conforms in shape typeto a star region of a magic plate and has a size equal to or smallerthan that of a star region of the magic plate.

Additionally, as described above, a magic stone has the function ofadding, to character data, additional power data which is maderelatively favorable pursuant to the size of the magic stone.Consequently, a region of a magic plate can be edited so that morefavorable additional power data is added to character data. In thiscase, the data relating to the magic plate will be stored in such a wayas to change the shape type, attribute, size, and the like in the magicplate setting table. Also, the data relating to the magic plate will bestored in such a way that the magic stone is equipped to thereby changethe equipment with magic stone in the magic plate setting table.

Furthermore, the CPU 21, which stores in the RAM 23 and updates such acharacter data table (see FIG. 4), magic plate setting table (see FIG.8), magic stone setting table (see FIG. 9), and the like, and the RAM 23correspond to one example of an additional power data storage modulewhich stores additional power data (magic plate and magic stone) inorder that the additional power data is added to character data.Particularly, such a CPU 21 and RAM 23 will store a plurality of typesof additional power data classified by type. In other words, such a CPU21 and RAM 23 will store a plurality of types of magic stones (powerobjects) which are classified by a shape corresponding to the type andare used to determine the power of a character. Also, in other words,such a CPU 21 and RAM 23 will store additional power data whichcorresponds to the size of a magic stone (power object) and is maderelatively flavorable for a character pursuant to the size of the magicstone. Furthermore, in other words, such a CPU 21 and RAM 23 storesadditional power data for changing the increase/decrease ratio ofcharacter data to a character action mode.

Player Character State Setting Table

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-RAM 31 and data relating to the state of a playercharacter, which data is based on the memory card 32. A player characterstate setting table in which such data is stored will be described usingFIG. 10. FIG. 10 is an illustration showing the player character statesetting table.

The player character state setting table positioned in the RAM 23 is atable which is used to set (determine) a player character's state. Inthis player character state setting table, “player character's calorie”is related to “player character's state”. The player character's calorieis the calorie of player character 13 in the aforementioned characterdata table (see FIG. 4). Also, in the player character's state, “type”is related to “power”.

Specifically, when the player character's calorie is “−11” to “+11”, theplayer character's state becomes PINK BAT which is a standard power.When the player character s calorie is higher than “+11” and lower than“+100”, the player character s state becomes “glamour” which is aspecialized power for a physical attack. When the player character'scalorie is higher than “−100” and lower than “−11”, the playercharacter's state becomes “slim” which is a specialized power for amagic attack. When the player character's calorie is equal to or higherthan “−100”, the player character's state becomes “superglamour” hatingan improved power of “glamour”. When the player character's calorie isequal to or lower than “−100”, the player character s state becomes“superslim” having an improved power of “slim”. In the cases of these“superglamour” and “superslim”, unlike the cases of “pink bat”,“glamour”, and “slim”, the power is especially increased. Specifically,in the case of “superglamour”, damage by the physical attack isincreased by 150% as compared with the case of “glamour”, while, in thecase of “superslim”, damage by the magic attack is increased by 150% ascompared with the case of “slim”. In this way, the states of these“superglamour” and “supersilm” are a relatively favorable specificstate, and on condition that the calorie (player character state data)has reached a predetermined value (e.g., +100 or −100), the state of aplayer character is changed to the state of “superglamour” or“superslim” which is relatively favorable for the player character.Accordingly, by setting the player character state data to thepredetermined value, a player can purposefully change the playercharacter's state to a relatively favorable specific state, and theplayer can change the player character state data to the initial value.This can therefore harmonize a change to the specific state with alimitation on the specific state, thus making it possible to provide astrategic game.

Special Action Table

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-RAM 31 and data relating to a special action to beperformed by a character, which data is based on the memory card 32. Aspecial action table in which such data is stored will be describedusing FIG. 11. FIG. 11 is an illustration showing the special actiontable.

The special action table positioned in the RAM 23 is a table relating tothe special action. In this special action table, “action type” isrelated to “special action consumption value”. For the purpose offacilitating understanding the invention, FIG. 11 shows an explanationcorresponding to this action type. The special action consumption valueis a special action value which is consumed by performing that actiontype, and in the case of a character whose special action value is lessthan the special action consumption value, selection of an action typecorresponding to this special action consumption value is limited.

Specifically, when the attack type is a hard hit attack, “50” isdetermined as the special action consumption value. In the case of thishard hit attack, the attack has scored a hit, whereby the special actionvalue of a character targeted for an attack action is reduced by “100”.

When the attack type is a combo attack, “100” is determined as thespecial action consumption value. In the case of this combo attack, anattack (action) is possible in relation to a character action to beperformed in a subsequent turn. That is, in the combo attack, aplurality of actions can be executed by a plurality of characters.

When the attack type is a double attack, “100” is determined as thespecial action consumption value. In the case of this double attack, anattack (action) is possible with a plurality of actions combined. Thatis, in the double attack, a plurality of actions can be executed by onecharacter.

When the attack type is a double combo attack, “200” is determined asthe special action consumption value. In the case of this double comboattack, an attack (action) is possible with a plurality of actionscombined and in relation to a character action to be performed in asubsequent turn. That is, in the double combo attack, a plurality ofactions can be executed by one character, and a plurality of actions canbe executed by a plurality of characters.

In this embodiment, in the hard hit attack, combo attack, double attack,and double combo attack, the special action value is subtracted, but theinvention is not limited to this configuration. For example, theconfiguration may include collaborative magic which only the lastcharacter (fourth character) in “combo” can execute on condition thatthe special action value is a specific value (e.g., 200).

Addition Action Value Calculation Table

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-ROM 31 and data relating to calculation of anaddition action value corresponding to a character, which data is basedon the memory card 32. An addition action value calculation table inwhich such data is stored will be described using FIG. 12. FIG. 12 is anillustration showing the addition action value calculation table.

The addition action value calculation table positioned in the RAM 23 isa table which is used to calculate an addition action value. Thisaddition action value is a value which is used to add a special actionvalue. This special action value is a value which is used to execute aspecial action such as “combo”, “double”, and “double combo”, and is setfor each player character and enemy character so as to be changeable.

In this addition action value calculation table, “addition condition”and “coefficient/points” are stored related to each other. The additioncondition is a condition to add the special action value of a playercharacter or an enemy character who has performed an action, and of aplayer character or an enemy character who has suffered an attackaction. The coefficient and points are numerical values which are usedto calculate the addition action value, and will be added to andmultiplied by a basic value corresponding to each aforementioned action.

Specifically, in the case of the addition condition relating to HP, whencurrent HP, which corresponds to a character (including a playercharacter and an enemy character) who has performed an action or acharacter (including a player character and an enemy character) who hassuffered an attack action, is ⅕ or more of an HP maximum (which isindicated by HPMAX in the figure), an HP coefficient is “1.0”. And, whenthe current HP is smaller than ⅕, the HP coefficient is “2.0”. Asdescribed later in detail, for a character having small current HP, agreater addition action value is calculated and will be added as thespecial action value. This enables selection of a strategic action modein which HP is prevented from frequent recovery, thus making it possibleto increase player's interest in the game.

In the case of the addition condition relating to SP, when current SP,which corresponds to a character (including a player character) who hasperformed an action or a character (including a player character) whohas suffered an attack action, is “5” or larger, or ¼ or more of an SPmaximum (which is indicated by SPMAX in the figure), an SP coefficientis ” 1.0”. And, when the current HP is smaller than “5” and less than ¼of the SP maximum (which is indicated by SPMAX in the figure), the SPcoefficient is “2.0”. As described later in detail, for a characterhaving small current SP, a greater addition action value is calculatedand will be added as the special action value. This enables selection ofa strategic action mode in which SP is prevented from frequent recovery,thus making it possible to increase player's interest in the game.

In the case of the addition condition relating to the special actionvalue, when a current special action value, which corresponds to acharacter (including a player character) who has performed an action ora character (including a player character) who has suffered an attackaction, is “0” to “100”, a special action value coefficient is “1.0”.And, when the current special action value is greater than “100” andsmaller than “200”, the special action value coefficient is “0.6”. Forexample, when the current special action value is “99”, the specialaction value coefficient becomes “1.0” before “100” is reached, andbecomes “0.6” after “100” is reached. As described later in detail, fora character having a small current special action value, a greateraddition action value is calculated and will be added as the specialaction value. This can avoid the state in which the special action valueis extremely small and the state in which the special action value isextremely large, thus making it possible to increase player's interestin the game.

In the case of the addition condition relating to the number ofcollaborative hits, in the event that a character (including a playercharacter) has performed an attack action, when the number ofcollaborative hits, which is obtained by performing continuous attackactions in “combo” and “double combo” before the character performs theattack action, is “0” to “9”, a number-of-collaborative-hits coefficientis “1.0”. When the number of collaborative hits is “10” to “19”, thenumber-of-collaborative-hits coefficient is “1.25”. And, when the numberof collaborative hits is “20” or larger, thenumber-of-collaborative-hits coefficient is “1.5”. For example, when twocharacters, prior to a character who performs an attack action, haveperformed 18 hits of attack actions (“combo”, “double combo”, and thelike) during “combo”, a number-of-collaborative-hits coefficient for thecharacter who currently performs the attack action is “1.25”. And, whenthe attack action has scored 4 hits and “combo” is ongoing, the numberof collaborative hits during “combo” is 22 hits, and anumber-of-collaborative-hits coefficient for the next character is“1.5”. As described later in detail, for a character having a largenumber of collaborative hits, a greater addition action value iscalculated and will be added as a special action value. This enablesselection of a strategic action mode in which the number ofcollaborative hits is increased, thus making it possible to increaseplayer's interest in the game. Also, the addition action value may bechanged using the information of compatibility between characters whohave performed “combo” or “double combo”.

In the case of the addition condition relating to an attack attribute,when a character (including a player character) has performed an attackaction, the attack action of the character conforms to the attackattribute of a character who suffers the attack action, an attackattribute coefficient is “1.5”. And, when there is no conformationtherebetween, the attack attribute coefficient is “1.0”. As describedlater in detail, for characters whose attack attributes conform to eachother, a greater addition action value is calculated and will be addedas a special action value. This enables the addition action value to beincreased and reduced based on an attribute corresponding to an enemycharacter, and a strategic game is provided, thereby making it possibleto increase player's interest in the game. In this embodiment, when aplayer character's own attack attribute conforms to the attribute of acharacter who suffers an attack, the attack attribute coefficient isincreased, but the invention is not limited to this configuration. Forexample, the configuration may be such that, when a weakness attributeof a character who suffers an attack conforms to the player character sown attack attribute, the attack attribute coefficient is increased,while, when a tolerance attribute of a character who suffers an attackconforms to the player character's own attack attribute, the attackattribute coefficient is reduced.

In the case of the addition condition relating to a hit mode, in theevent that a character (including a player character) has performedactions, when the character has scored a hit in every action performed(all hits), hit mode points are “+1.0”. When the character has missed inone action (one miss) out of all performable actions, the hit modepoints are “−0.5”. When the character has missed in two actions (twomisses), the hit mode points are “−1.0”. And, when the character hasmissed in three actions or more (three misses or more), the hit modepoints are “−2.0”. For example, in the case of the action order of acharacter capable of four actions, when the character has missed in afirst action (missed in a first timing area) in response to a firstaction operation, and when the character has not been involved in secondto fourth action operations and has thus missed second to fourthactions, then the result is four misses, which will be determined to bethree misses or more. As described later in detail, for a character ofthe hit mode with a small number of misses, a greater addition actionvalue is calculated and will be added as a special action value. Thismakes the player conscious of taking a risk involving misses, whichenables selection of a strategic action mode intended to reduce therisk, and enhances the enjoyment of scoring all hits, thus making itpossible to increase player's interest in the game.

The addition action values are calculated based on the coefficients andpoints determined in accordance with such addition conditions and basedon the basic values corresponding to the aforementioned actions.Specifically, the addition action value of a player character who hasexecuted an attack action is calculated by the expression of (basicvalue×HP coefficient×SP coefficient×special action valuecoefficient×number-of-collaborative-hits coefficient×attack attributecoefficient×number of hits in currently performed attack action)+hitmode points. The addition action value of a player character who hassuffered an attack action is calculated by the expression of basicvalue×HP coefficient×SP coefficient×special action valuecoefficient×number of hits in currently suffered attack action. Theaddition action value of an enemy character who has executed an attackaction is calculated by the expression of basic value (turn)×HPcoefficient×special action value coefficient. The addition action valueof an enemy character who has suffered an attack action is calculated bythe expression of basic value (damage)×HP coefficient×special actionvalue coefficient. In this embodiment, the addition action value ischanged in accordance with the aforementioned addition conditions, butthe invention is not limited to this configuration. The addition actionvalue may be changed in accordance with any other condition and anyother situation.

Hit Attribute Table

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-ROM 31 and data relating to a hit attributecorresponding to the action type of a character, which data is based onthe memory card 32. A hit attribute table in which such data is storedwill be described using FIG. 13. FIG. 13 is an illustration showing thehit attribute table.

The hit attribute table positioned in the RAM 23 is a table which isused to determine whether an action corresponding to an action type isexecutable or not. The hit attribute is determined as to whether it isexecutable or not, according to the position of a character targeted foran action (targeted for an attack action) (e.g., an enemy character). Inthe hit attribute table, “hit attribute” is related to “hit condition”.

Specifically, when the hit attribute is “to whole area”, “possibility ofhit in all positions is related thereto. When the hit attribute is “toground”, “possibility of hit in ground position” and “no hit in to-airposition” are related thereto. When the hit attribute is “to air”, “nohit in ground position” and “possibility of hit in to-air position” arerelated thereto. When the hit attribute is “to low altitude”,“possibility of hit in ground position and in to-air position at heightlevel of up to +1” and “no hit in to-air position at height level of +2or more” are related thereto. In this way, the action type cannot beselected in some cases depending on the position of a character targetedfor an action. In this embodiment, the action type cannot be selecteddepending on the position of a character, but the invention is notlimited to this configuration. For example, the configuration may besuch that the action type can be selected but an actual action will notbe successful.

Damage Attribute Table

Additionally, the aforementioned RAM 23 stores the game program readfrom inside the DVD-ROM 31 and data relating to a damage attributecorresponding to an action type of a character, which data is based onthe memory card 32. A damage attribute table in which such data isstored will be described using FIG. 14. FIG. 14 is an illustrationshowing the damage attribute table.

The damage attribute table positioned in the RAM 23 is a table which isused, after an action corresponding to the action type, to determine thestate (position and the like) of a character targeted for the action. Inthe damage attribute table, “damage attribute” is related to “effect”.

Specifically, when the damage attribute is “standard”, “current heightlevel is maintained” is related thereto. When the damage attribute is“hard hit”, “combo ends unconditionally”, “there is additional damage”,“special action value of character performing attack action is −50”,“special action value of character targeted for attack action is −100”,and “height level decreases to ‘0’” are related thereto. When the damageattribute is “high angle”, “placed in to-air position (height level of+1)” is related thereto. When the damage attribute is “knockdown”,“placed in ground position (“0” at current height level of +1 or more)”is related thereto. In this way, the state of a character targeted foran action can be made to filter from one action type to another.

Display Screen

Next, a specific example of a display screen which is displayed on thedisplay 16 in accordance with a game content which is executed by theCPU 21 based on the game program recording in the DVD-ROM 31 will bedescribed using FIGS. 26A to 49B.

When the DVD-ROM 31 is mounted on the DVD-ROM drive 29 and the apparatusbody 1 is powered on, an “opening demonstration” is displayed on thedisplay 16. The “opening demonstration” is an effect display announcingthe start of the game. After this “opening demonstration” is displayedfor a predetermined time period, as shown in FIG. 26A, a “title screen”with a large game title described thereon is displayed.

At this point, specifically, the letters of the game title of SHADOWHEARTS are displayed, and two selection items (NEW GAME, and CONTINUE)are displayed therebelow. Also, a cursor 41 is displayed on the left ofany one of the selection items NEW GAME and CONTINUE, and the cursor 41switches from one position to the other as the player operates the upbutton 7 or the down button 8. When the player operates the “circle”button 12, the selection item indicated by the cursor 41 is selected.

When NEW GAME is selected on the “title screen”, a prologue and a gamecontent are displayed, and thereafter, as shown in FIG. 26B, a “worldmap” is displayed. In contrast, when CONTINUE is selected on the “titlescreen”, the prologue or the game content is not displayed, but the“world map” is displayed based on data saved at the end of the previousgame.

Specifically, displayed on this “world map” are major cities of “countyA”, in which a game story is placed are displayed, and selection itemsindicated by five city names (“city A” 42 a, “city B” 12 b, “city C” 12c, “city D” 42 d, and “city [” 42 e). These are the selection itemswhich are used to make the transition to previously prepared “sub-maps”.The cursor 41 indicating each selection item is moved by a player'soperation of the up button 7 or the down button 8, and one itemselection is selected by a player's operation of the “circle” button 12.When a “sub-map” is thus selected, the transition is made to a screenper each of the “sub-maps”, and various games set in response to the“sub-map” are ready to be performed. Specifically, the configuration issuch that a background showing the inside of each city isprerender-displayed as a background image in response to the developmentof a scene, and such that a story progresses as player charactersconquer various events while moving through the background.

Additionally, when, on this “world map”, the “square” button 14 isoperated by the player, a “menu screen” is displayed, and on the “menuscreen”, the player can perform various settings and the like. Also,when a city is selected with the “world map” displayed, the start screenof a “sub-map” corresponding to the city is displayed. Actions, such asplayer character's walking, talking to a passer-by, and doing shopping,are possible on this “sub-map”.

In the game of this embodiment, there appear a player character who actsbased on an operation of the player and an enemy character who actsbased on only the game program, and the game which develops centering onthe battle between these two characters is actualilzed on the display16. Also, in this embodiment, as the player character, four playercharacters A111, B112, C113, and D114 (see FIG. 27A for these playercharacters) appear, and the game is adapted for an action in a partyformed by these four characters. Furthermore, various statuses arepreset for each character. Set as these statuses are an experiencevalue, which is added according to the number of games, the number ofenemy characters defeated, and the like, money in hand, a weapon, power,and the like.

Display of Battle Scene

When the party of player characters, who has started an action on the“sub-map”, thereafter encounters an enemy character, as shown in FIG.27A, a battle with enemy characters is started. In this case, forexample, the battle with three enemy characters a115, b116, and c117 isstarted.

In such a battle screen, an action order of all the characters(including player characters and enemy characters) is determined, and inaccordance with the action order, an action will be selected andcontrolled.

Specifically, as shown in FIG. 27A, the battle between player charactersA111, B112, C113, and D114 and enemy characters a115, b116, and c117 isstarted. Also, in the upper portion of the screen, as shown in FIG. 27A,an estimated action order image 118 will be displayed. Furthermore, anaction character image 119 showing the characters placed in the actionorder will be displayed.

When player character Al 11 then becomes an action character inaccordance with the action order, as shown in FIG. 27B, an actionselection screen is displayed, and based on an operation of the controlsection 1, an action type of player character A111, such as an attack,is selected.

On this action selection screen are displayed: a command menu 44 whichis used to input a collaborative type command for selecting any of anormal attack, a combo attack, a double attack, a double combo attack,anti tile like, and an attack type command in the collaborative type; acursor for selecting the command; the names of player characters; aplayer character status 46 showing HP, MP, SP, and the like; the actionorder image 118 showing the order in which the actions of the playercharacters and enemy characters are executed; the action character image119 showing the characters placed in the action order; and the like.

Particularly, a special action value gauge showing a special actionvalue is displayed below the player character status 46. This specialaction gauge is set to have an upper limit of “100”. Also, numericalnumbers (the number of stocks) displayed encircled on the right side ofthe player character status 46 are information relating to the specialaction values. When the special action value has reached “100”, “1” isadded, and the special action value gauge displays “0”. The specialaction value is set to have an upper limit of “200”. The combo attack,double attack, double combo attack, or the like can be selecteddepending on this special action value.

An action type in the normal attack is then selected, and as shown inFIG. 28A, an action target selection screen is displayed to select anaction target of player character A111 in the action type. As shown inFIG. 28B, a judgment ring screen is then displayed, wherein a judgmentring 100 and a rotary bar 101 are displayed, and the feasibility,effect, and the like of an action are determined based on an operationof the control section 4. The judgment ring will be described later indetail using FIGS. 19 to 21B, etc.

As shown in FIGS. 29A and 29B, an action effect screen of playercharacter A111 will then be displayed based on the type, target,feasibility, effect, and the like of the action of player character A111which have been selected and determined based on an operation of thecontrol section 4.

Display of Combo

Particularly, on the aforementioned action selection screen, when the(combo attack has been selected as shown in FIG. 30A and an actiontarget has been selected as described above, then as shown in FIG. 30B,it becomes possible to select, in response to an operation of thecontrol section 4, whether or not to use a shortcut function. Asdescribed later in detail, this shortcut function is a function improvedin the operability in executing “combo”. When nonuse of the shortcutfunction has been selected on a shortcut function selection screen,similar to the aforementioned normal attack, as shown in FIG. 31A, thejudgment ring screen is displayed, wherein the judgment ring 100 and therotary bar 101 are displayed, and the feasibility, effect, and the likeof the action are determined based on an operation of the controlsection 4. When a hit has been scored in every timing area in this case,as shown in FIG. 31B, a combo ring 105 is displayed in a rotatingfashion. In this combo ring 105, an operation button image 106 showingan operation button is depicted in and out of sight on one side of thecombo ring displayed in a rotating fashion. Whether “combo” has beenestablished or not is determined according to whether or not the samebutton as an operation button image 106 depicted within a predeterminedtime period has been operated in response to an operational signal fromthe control section 4.

When “combo” has not been established, the result is it combo break,which enables execution of the action of a character (including a playercharacter and an enemy character) who is next in the action order.Conversely, when “combo” has been established, as shown in FIG. 32A, acombo character selection screen on which to select a character whotakes over “combo” next is displayed. When the character has beenselected, as shown in FIG. 32B, the action selection screen of theselected character is displayed. When nonuse of the shortcut functionhas thus been selected as shown in FIGS. 30A to 32B, the special actionvalue increases, wherein a hit is scored in every timing area of thejudgment ring 100, and success in the combo ring is achieved, wherebythe actions of a plurality of player characters can be executed inrelation to each other regardless of the action order.

Conversely, when use of the shortcut function has been selected as shownin FIG. 33A, then as shown in FIG. 33B, first, the combo characterselection screen, on which to select a character who takes over “combo”next, is displayed instead of proceeding to display of the judgmentring, display of the combo ring, or the like. When the character hasthen been selected, the action selection screen of the selectedcharacter is displayed, and as shown in FIG. 34A, a screen on which toselect whether this is the end of “combo” or not is displayed. When, inthis case, it has been selected that this is the end of “combo”, “combo”by these two characters will be executed. Conversely, when it has beenselected that this is not the end of “combo”, as shown in FIG. 34B, thecombo character selection screen, on which to select a character whotakes over “combo” next, is displayed. When the character has then beenselected, the action selection screen of the selected character isdisplayed, and as shown in FIG. 35A, a screen on which to select whetherthis is the end of “combo” or not is displayed. When, in this case, ithas been selected that this is the end of “combo”, “combo” by thesethree characters will be executed. Conversely, when it has been selectedthat this is not the end of “combo”, the combo character selectionscreen, on which to select a character who takes over “combo” next, isdisplayed. When the character has been selected, the action selectionscreen of the selected character is displayed, and as shown in FIG. 35B,the screen on which to select whether this is the end of “combo” or notis displayed. When, in this case, it has been selected that this is theend of “combo”, “combo” by these four characters will be executed.

To thus use the shortcut function, for example, in the case ofperforming a combo attack by four characters, as shown in FIG. 36A, thejudgment ring 100 is displayed. The number of timing areas of thisjudgment ring 100 is equal to the number of characters who perform thecombo attack. Specifically, when “combo” (shortcut) by four charactershas been selected, four timing areas are set. These four timing areascorrespond to the feasibilities of actions of the characters, whereinthe feasibilities of the first, second, third, and fourth characters aredetermined in the first, second, third, and fourth timing areas,respectively. Consequently, when success has been achieved in the firsttiming area, but success has not been achieved in the second timingarea, the combo attacks by the third and subsequent characters are notexecuted and are controlled as not having existed. For example, whensuccess has been achieved in up to four timing areas, as shown in FIG.36B, the attack action by the first character is executed. Subsequently,as shown in FIG. 37A, the attack action by the second character and theattack action by the third character will be executed, and as shown inFIG. 37B, the attack action by the fourth character will then beexecuted.

Display of Double and Double Combo

Additionally, on the aforementioned action selection screen, when thedouble attack has been selected as shown in FIG. 38A, and when thedouble combo attack has been selected as shown in FIG. 38B, it becomespossible to select a plurality of types of (e.g., two) actions to beperformed by the character. When a plurality of kinds of action typeshave thus been selected, and action targets corresponding to thoseaction types have been selected, as shown in FIG. 39, the judgment ring100 is displayed. Based on the result thereof, as shown in FIGS. 40A and40B, the double attack, in which a plurality of types of actions areexecuted by one character, will be executed. In these double attack anddouble combo attack, a plurality of judgment rings corresponding to aplurality of action types are combined, and as shown in FIG. 39, onejudgment ring will be displayed. In the double combo attack, there is nosuch shortcut function as described above, and similar to FIGS. 31A to32B, the judgment ring and combo ring are displayed, based on the resultof which it will be determined whether “combo” has been established ornot.

In this way, the result and progress of a plurality of actions, whichare based on a plurality of action types selected based on anoperational signal, is determined, based on the operational signal, bythe determination mode of the result and progress of a smaller number ofactions than the number of the plurality of actions. And, a plurality ofaction controls based on the determined result and progress of theplurality of actions are executed in accordance with the action order ofa plurality of characters. Accordingly, the result and progress of theplurality of actions can be determined by a determination modecorresponding to at least any of the plurality of action types and by asmaller number of times than the number of times the plurality of actiontypes have been selected. This can simplify an intricate determinationmode and furthermore enables smooth execution of action progress, whichcan prevent player's interest in the game from decreasing.

Display of Energy Drain

Additionally, among such action types as described above, there is aplayer character who can change the state by sucking blood (“drainingenergy”) from an enemy character. Specifically, player character B112will hereafter be described as a character capable of the “energydraining”.

As shown in FIG. 41A, player character B112 is a pink bat (“pink bat”)at normal times. As shown in FIG. 41B, this player character B112 canexecute the “energy draining” with respect to the enemy character. Inthis case, player character B112 deprives the enemy character of itspreset calorie and owns the calorie. As a result thereof as shown inFIG. 113B player character B112 has a calorie of +20. Depending on howmany calories this player character B112 has, player character B112 ischanged to various states, such as a slim state full of magic power asshown in FIG. 12A and a glamour state full of physical attack power asshown in FIG. 12B.

On condition that the action mode of a player character against an enemycharacter has thus been selected based on an operational signal from theoperating device, specific data corresponding to the enemy character isadded to player character state data, and the state of the playercharacter is changed based on the result obtained by the addition.Accordingly, by making it a condition that the action mode of the playercharacter against the enemy character has been selected based on theoperational signal from the operating device, the player canpurposefully perform the addition of player character state data inresponse to the action mode against the enemy character. Furthermore,since specific data corresponding to an enemy character targeted for theaction mode is added, for example, specific data which differs accordingto the type of the enemy character will be added. Consequently, it ispossible to arbitrarily and easily change the state of a playercharacter while executing an action against an enemy character.

Status Display

Additionally, when a menu is displayed in other than the battle scene,as shown in FIG. 13A, the status of a player character is displayed. Insuch a status display, the status can be divided into a battle group whoparticipates in the battle scene and a standby group who does notparticipate in the battle scene. The status of a battle group characterclassified as the battle group is displayed in a first display region 16a, and the status of a standby group character classified as the standbygroup is displayed in a second display region 16 b. Also, item datacorresponding to each player character differs between the first displayregion 16 a and the second display region 16 b, and more item data isdisplayed in the status of the battle group character than the status ofthe standby group character.

Specifically, for a character classified as the battle group, displayedas its display items are “name”, “level”, “maximum HP”, “HP”, “maximumHP”, “number of combo gauge stocks”, and “level-up condition”. For acharacter classified as the standby group, displayed as its displayitems are “name”, “HP”, “MP”, and “number of combo gauge stocks”. Inthis way, the number of display items of the battle group is larger thanthe number of display items of the standby group.

The number of pieces of item data is thus made different between thefirst display region, which displays item data corresponding to a firstcharacter classified as a first group, and the second display region,which displays item data corresponding to a second character classifiedas a second group. Accordingly, item data to be displayed can be madedifferent according to the type, state, or the like of a character, suchas according to whether the character is the first character or thesecond character, so that a plurality of item data can be displayed in adisplay mode in which a display region has been effectively utilized.Consequently, unnecessary item data which varies depending on the typeand state of a character can be omitted, thus enabling display in a moreeasily viewable display mode.

Also, to exert action control of the first character based on a largernumber of pieces of item data than that of the second character, theitem data corresponding to the first character is displayed in the firstdisplay region, with a larger number of pieces of item data than that inthe second display region. Accordingly, a larger number of pieces ofitem data can be displayed for a character of which the action controlis exerted based on a relatively large number of pieces of item data.Consequently, unnecessary item data which varies depending on the typeand state of a character can be omitted, thus enabling display in astill more easily viewable display mode.

Furthermore, in these battle groups, their settings can be changed inresponse to an operation of the control section 4, and in the battlegroup shown in FIG. 43A, the battle group shown in FIG. 43B, and thelike, various grouping is possible. Particularly, as shown in FIGS. 43B,44A, and 44B, battle groups corresponding to team C, team B, and team Awill be stored, respectively. Classification into the battle group andthe standby group will then be performed by selecting any of theplurality of teams in response to an operation of the control section 4.That is, based on an operational signal from the control section 4, anygrouping pattern will be selected from a plurality of grouping patterns,and based on the selected grouping pattern, a plurality of characterswill be classified into the battle group (first group) and the standbygroup (second group).

In this way, a plurality of grouping patterns each for a plurality ofcharacters are stored, and any grouping pattern is selected from theplurality of grouping patterns. Based on the selected grouping pattern,the plurality of characters are then classified into the first group andthe second group. Accordingly, any grouping pattern can be selected fromthe plurality of grouping patterns, which enables easy and smoothclassification of groups in response to the power and state of acharacter, the progress of the game, and the like, so that the game canbe enjoyed simply and strategically.

Magic Plate and Magic Stone Setting Display

Additionally, when a magic system has been selected during a menudisplay, as shown in FIGS. 15A and 15B, a screen relating to variousmagic plates to be set on character A is displayed. Magic stones can beset on such respective magic plates. As shown in FIGS. 45A and 45B, aconstellation image 17 showing a constellation is displayed on eachmagic plate. Star regions having a plurality of kinds of shape types,such as circular, triangular, and rhomboid shapes, are displayed on thisconstellation image 47. Also, a level and a region of a sizecorresponding to the level are set in each of these star regions.Furthermore, an attribute such as tire or water is set in each of thesestar regions. Additionally, as shown in FIGS. 47A and 48A, a cursor 18is moved, in response to an operation of the control section 4, todisplay a region information image 19, such as the shape type, size,attribute, and the like of a star region designated by the cursor 48.Magic stones can be attached to these star regions by an operation ofthe control section 4. That is, these plurality of types of magic platescorrespond to one example of a plurality of types of additional powerdata determination modules which are different in at least any of thenumber, shape size, and shape type of'star regions (regions).

One magic plate can be set for one character. Consequently, as shown inFIG. 16A, in response to an operation of the control section 1, any ofthese plurality of types of magic plates is related to the character.Specifically, as shown in FIG. 16A, the magic plate of Capricorn hasbeen set for character A111, but in an operation of the control section4, as shown in FIG. 16B, the magic plate of Taurus is set instead. Thatis, any of the plurality of types of magic plates, which act as theplurality of types of additional power data determination modules, willbe selected and set related to the character.

Furthermore, magic stones can be set in the regions of these pluralityof types of magic plates. These magic stones are power objects which areused to determine additional power data to be added to character data.Similar to the star regions of the magic plates, the magic stones have ashape type such as circular, triangular, and rhomboid shapes, a sizecorresponding to a level, an attribute such its tire and water, and thelike, and as shown in FIGS. 47A and 48A, a magic stone shape image 50showing each of them is displayed.

Specifically, there are various magic stones, such as a magic stonecalled Red Cradle which has a triangular shape, a fire attribute, and alevel (size) of 3 as shown in FIG. 47A, and a magic stone called RedBlaze which has a triangular shape, a fire attribute, and a level (size)of 2 as shown in FIG. 18.

The magic stones can be set in star regions which are of the same shapetype an(d size its or of larger size than that of the magic stones. Asone specific example, a magic stone having a triangular shape and a sizeof 3 or smaller (1, 2, or 3) can be set in a star region having atriangular shape and a size of 3. That is, when a star region designatedby the cursor 18 has a triangular shape and a size of 3 as shown in FIG.47A, in response to an operation of the control section 4, theaforementioned magic stone called Red Cradle having a level of 3 can beset in the star region as shown in FIG. 47B, and the aforementionedmagic stone called Red Blaze having a level of 2 can be set in the starregion as shown in FIG. 48B. When a magic stone has been set in aregion, the thus set magic stone shape image 50 is displayed in place ofthe region information image 49.

The larger the size of such a magic stone is, a result corresponding toan action becomes relatively favorable. Specifically, as shown in FIG.17B, when the magic stone called Red Cradle having a size of 3 has beenset, damage corresponding to an attack action increases by 20%, and MPconsumption is reduced to ¼. As shown in FIG. 48B, when theaforementioned magic stone called Red Blaze having a level of 2 has beenset, damage corresponding to an attack action increases by 10%, and MPconsumption is reduced to ⅕. That is, additional power data for changingthe increase/decrease ratio of character data to a character action modeis stored related to a region, and on condition that a power object ofthe character has been set in the region, additional power datacorresponding to the region is determined as addition power data to beadded to the character data. Accordingly, the increase/decrease ratio ofcharacter data to a character action mode can be changed by settingadditional power data for changing the increase/decrease ratio ofcharacter data to a character action mode, so that additional power dataof a character can be diversified, thus making it possible to increaseplayer's interest in the game. In this embodiment, additional power data(e.g., an increase by 20% in damage corresponding to an attack actionand a reduction to ¼ in MP consumption, and an increase by 10% in damagecorresponding to an attack action and a reduction to ⅕ in MPconsumption) is related to a magic stone itself, and when the magicstone has been set in c star region of a magic plate, additional powerdata corresponding to the magic stone is added to character datarelating to a character equipped with the magic plate. However, theinvention is not limited to this configuration. The configuration may besuch that addition power data is related to a star region itself of amagic plate and is added to character data by setting a magic stone inthe star region. Of course, the configuration may be such thatadditional power data is related to a magic stone itself and alsorelated to a star region itself of a magic plate.

In this way, control is exerted to display a region of a shape, whichcorresponds to the type of additional power data, and the shape of apower object, and on condition that a power object corresponding to theshape of the region has been set in the region, additional power datacorresponding to the type of the power object is determined asadditional power data to be added to character data. Accordingly, theshape of the region is related to the shape of the power object, therebydetermining additional power data corresponding to the power object, sothat any player can easily recognize the relation and can easilycustomize a player character, thus making it possible to increaseplayer's interest in the game.

There are provided a plurality of types of additional power data whichare different in at least any of the number, shape size, and shape typeof regions, and any of them are set related to a character. Also, basedon character data and additional power data relating to the setcharacter, power of the character is set. Accordingly, the additionalpower data of the additional power data determination module can becustomized for each character, so that additional power data of acharacter can be diversified, thus making it possible to increaseplayer's interest in the game.

Such a region is placed in the state where a magic plate can be edited,if a predetermined amount of money is possessed, at a magic platearranging shop, wherein the shape type, size, attribute, and the like ofthe magic plate can be changed. Accordingly, since additional power datais made relatively favorable for a character pursuant to the size of apower object, a more favorable power object can be set by changing thesize of a region, so that a player character can be customized, thusmaking it possible to increase player's interest in the game. Also,since additional power data is determined in response to the size of apower object corresponding to the region, any player can easilyrecognize the size of the power object and can easily customize a playercharacter, thus making it possible to increase player's interest in thegame. Furthermore, the type of additional power data can easily bechanged, thus making it possible to increase player's interest in thegame.

Additionally, by selecting “all reset”, as shown in FIG. 49A, aselection screen is displayed as to whether all settings of a magicplate and magic stones are reset or not. When YES has been selected onthe screen, as shown in FIG. 49B, all the settings of the magic plateand magic stones are reset.

Operation of Gaming Apparatus

Various processes to be executed in the aforementioned configurationswill hereafter be described using FIGS. 50 to 74.

Main Game Process

As described above, when the DVD-ROM 31 is mounted on the DVD-ROM drive29 with the apparatus body 1 powered ON, the “opening demonstration” isdisplayed on the display 16, and a main game process, such as shown inFIG. 50, will be executed.

First, as shown in FIG. 50, it is determined whether or not NEW GAME outof the two selection items has been selected on a “title screen” such asshown in FIG. 26A (ST1). If the determination is YES, a prologue and agame content are displayed (ST2). If NO, i.e., if it is determined thatCONTINUE has been selected on the “title screen”, the prologue or thegame content is not displayed, but data saved at the end of the previousgame is set (ST3).

Next, the “world map” shown in FIG. 26B is displayed (ST4). It is thendetermined whether any of the selection items displayed on the “worldmap” has been selected or not (ST5). If the determination is YES, thestart screen of a “sub-map” responding to the selection, and a party ofplayer characters starts an action on the “sub-map” (ST6). Conversely,if the determination in ST5 is NO, the “square” button 44 is operated onthe “world map” to determine whether or not there is a display requestfor the “menu screen” (ST20). If the determination is YES, the “menuscreen” is displayed, and various setting processes responding toplayer's operations are performed (ST21). Hereafter, the process movesto ST5. As described later in detail, such various setting processesinclude a magic plate setting process shown in FIG. 70, a magic plateediting process shown in FIG. 71, a grouping process shown in FIG. 72, agroup selection process shown in FIG. 73, a status display controlprocess shown in FIG. 71, and the like. Conversely, if the determinationis NO, the process moves to ST5 again. As used herein, the term actionon the “sub-map” refers to an action, such as a player character'swalking, talking to a passer-by, and doing shopping. Also, even on this“sub-map”, the “menu screen can be displayed by an operation of the“square” button 44, thus enabling various operations (enabling executionof various setting processes such as described above). For example, byselecting a “gear command, a gear command process is executed to enablerecovery of player character's power, and by selecting a “trading”command, a trading process is executed to enable trading of an itemwhich can be possessed.

Subsequently, it is determined whether or not the party of playercharacters who has started the action on the “sub-map” has encounteredan enemy character (ST7). If the determination is YES, a “battleprocess” is started. When the “battle process” is started, the processmoves to a “battle scene” in which a battle is performed between theparty of player characters and the enemy character. This “battleprocess” will be described later using FIG. 51. Conversely, if thedetermination in ST7 is NO, it is determined whether any event hasoccurred or not (ST9). It the determination is YES, the process moves toST16, and if NO, the process moves to ST6 again. The CPU 21 whichexecutes the battle process will, in accordance with the determinedaction order of a plurality of characters, carry out determination of anaction result and progress, and character action control. In otherwords, the CPU 21 will, in accordance with the determined action orderof the plurality of characters, carry out selection of a characteraction mode and character action control. Also, when “combo” (characteraction connection mode), “double” (character combined action mode),“double combo” (character combined action connection mode), or the likehas been selected as an action mode of a character, such a CPU 21 will,before selection of the next action mode of the character, carry out thecharacter action control based on the “combo” (character actionconnection mode), “double” (character combined action mode), “doublecombo” (character combined action connection mode), or the like. The CPU21 which executes such a process corresponds to one example of a specialcharacter action control section.

Subsequently, it is determined whether or not, in the “battle scene”executed by the “battle process”, the party of play characters hassucceeded in escaping from the enemy character (ST10). If thedetermination is YES, the process moves to ST16. Conversely, if theparty of characters has failed in escaping from the enemy character, orif the party of characters has battled with the enemy character, it isdetermined whether or not, in the “battle scene”, the party of playcharacters has won the battle against the enemy character (ST11). If thedetermination is YES, i.e., if the party of play characters has won thebattle against the enemy character, points such as an experience valueor soul points are added to, or an item, money, or the like is given toeach character of the party in response to the type of the enemycharacter who the party has battled with and the content of the battle(ST12). The level of the characters is then increased in response to theexperience value of each character (ST13). Conversely, if thedetermination in ST11 is NO, i.e., if the party of play characters hasfailed in winning the battle against the enemy character, it isdetermined whether or not the whole party of play characters has beenkilled (ST14). If the determination is YES, the game is over (ST15), andthis main game process is brought to an end. If NO, the process moves toST16.

In ST16, a movie responding to the situation is displayed, and it issubsequently determined whether a selection sub-map request conditionhas been cleared or not (ST17). If the determination is NO, the processmoves to ST6 again, and if YES, it is determined whether or not theprocess moves to “ending” (ST18). If the determination is YES, aprescribed ending display is performed (ST19), and this main gameprocess is brought to an end. Conversely, if the determination in ST18is NO, the process moves to ST41 again.

Battle Process

The aforementioned “battle process” will be described using FIG. 51.

First, as shown in FIG. 51, a parameter relating to a character is set,then a turn interval value is calculated, and a setting process isexecuted (ST30). In this process, the CPU 21 reads the parameterrelating to the character from the RAM 23 and a predetermined region ofthe DVD-ROM 31, and sets the read parameter on a predetermined region ofthe RAM 23. As used herein, the term character corresponds to aplurality of characters including a player character and an enemy(character who appear in the “battle scene”. Also, the term turninterval value refers to a value which is used to determine an actionorder, which is calculated for each plurality of characters (including aplayer character and an enemy character). This turn interval value isdetermined in response to the speed (AGL) and luck (LUC), which havebeen set for each plurality of characters, and an execution commandcorrection value corresponding to a command type to be executed. The CPU21 sets, on a predetermined region of the RAM 23, the turn intervalvalue calculated for each plurality of characters appearing in the“battle scene”. That is, the CPU 21 which executes such a processcorresponds to one example of a character action order determinationmodule which determines the action order of a plurality of characters.If this process ends, the process moves to ST31.

In ST 31, a battle scene start screen of the “battle scene”, such asshown in FIG. 27A, is displayed. On this start screen, a party of playcharacters (player character A111, player character B112, playercharacter C113, and player character D114) are displayed in the front.Also, on the side opposite those player characters enemy characters(e.g., enemy character a115, enemy character b116, and enemy characterc117) are displayed at positions corresponding to the respective playercharacters. Additionally, although the display is omitted in FIG. 27A,information relating to the status of the player characters is displayedat the lower right position of this start screen. Furthermore, theaction order image 118 in which order the actions of the playercharacters and enemy characters are executed and the action characterimage 119 showing a character whose turn has come for action aredisplayed at the upper position of the start screen.

In ST32, a “turn order process” is performed in order to manage theorder in which player characters, inclusive of enemy characters as well,can perform an action such as an attack. In this process, the CPU 21,based on the turn interval value calculated from power and the likerelating to each character, manages the turn order of characters thecommand selection of whom is validated. Specifically, the CPU 21determines a turn order based on the turn interval value of eachcharacter. The CPU 21 then, based on the determined turn order,validates the command selection of a character who is made to execute anaction. If there is any character capable of priority action, thecommand selection of the character has been validated in ST38 to bedescribed later, so that a command selection validation process will beomitted. That is, the CPU 21 which executes such a process correspondsto one example of the character action order determination module whichdetermines the action order of a plurality of characters.

Additionally, the CPU 21 displays, on the display 16, an image showingsuch a turn order. Also, the CPU 21 zooms in a player character thecommand selection of whom has been validated (here, player characterA111), and displays a “command selection screen” such as shown in FIG.27B. If this process ends, the process moves to ST33.

In ST33, it is determined whether the character the command selection ofwhom has been validated in the “turn order process” is an enemycharacter or not. If YES, an automatic process is performed inaccordance with the game program so that the enemy character executes anattack against a player character (ST34). In this battle automaticprocess, the CPU 21 will, as with command selection to be describedlater, select an action mode (including selection of an action type anddetermination of the result and progress of an action which is based onthe action type) of the enemy character. As used herein, the termselection of an action type refers to selection of an attack, magic, aspecific skill, an item, and the like, as well as the type of the attack(“soft hit”, “normal hit”, “hard hit”, and the like), the type of themagic, the type of the specific skill, the type of the item, and thelike. If this process ends, the process moves to ST 36.

Conversely if it is determined in ST33 that the character the commandselection of whom has been validated is a player character, thensubsequently, a “command process” for receiving a command selection madeby a player's operation is performed (ST35). In this process, a commandis selected in response to an operational input from the control section4, and an action mode which is based on the selected command will thenbe determined.

The CPU 21 displays on the display 16 the command menu 44 in which acommand for determining an action type of player character A111 is shownas a selection item. The CPU 21 controls in such a way that a selectioncursor 45 (see FIGS. 27B etc.) displayed on the left side of the commandmenu 44l (see FIGS. 27B etc.) is moved by an operation of the up button7 or the down button 8 of the control section 4, and that a command withthe selection cursor 15 displayed at the left position thereof isselected when the “circle” button 12 is operated, thereby determining anaction type of player character A111. This command menu 44 displaysvarious commands represented by “attack”, “magic”, “item”, “defense”,“escape”, and the like. In response to the determined action type, theCPU 21 then determines the result and progress of an action which isbased on the action type. Particularly, in the “command process” of thisembodiment, as a process in which the judgment ring 100 is used toenable technical intervention by a player's timely operation, the CPU 21determines the result and progress of an action which is based on theaction type. In this way, the CPU 21 will select an action mode of aplayer character. The details of this “command process” will bedescribed using FIG. 53. If this process ends, the process moves toST36.

In ST36, an action execution effect process is executed. If a command(“action” command to be described later) to perform, for example,“attack ”, “magic”, “specific skill”, and “item use” has been selected,and the result and progress of in action which is based on the actiontype has been determined using the judgment ring, then a display processis executed in which the action is performed against a target characterwho acts as a target of a player character, an enemy character, or thelike. As used herein, the term player character refers to any of playercharacters included in the battle group to be described later in detailusing FIGS. 72 and 73.

The CPU 21 and the like which execute such a process will exert actioncontrol of the player character based on the action mode of the playercharacter which has been selected in ST35. In other words, the CPU 21and the like which execute such a process will exert action control ofthe player character based on the player character's action result andprogress which has been determined in ST35. Also, the CPU 21 and thelike which execute such a process will exert action control of the enemycharacter based on the action mode of the enemy character which has beenselected in ST34. In other words, the CPU 21 and the like which executesuch a process will exert action control of the enemy character based onthe enemy character's action result and progress which has beendetermined in ST34.

That is, the CPU 21 and the like which execute such a process will,based on the action mode of a character (any of a plurality ofcharacters) which has been selected in ST34 and ST35, exert actioncontrol of the character (any of the plurality of characters). In otherwords, the CPU 21 and the like which execute such a process will, basedon the character's action result and progress which has been determinedin ST34 and ST35, exert action control over the character (any of theplurality of characters). Also, generally, the CPU 21 and the like whichexecute such a process will based on a plurality of character datastored in the RAM 23, exert action control of a plurality of characters.

Particularly, not based on character data of player characters (secondcharacters) grouped not as the battle group but as the standby group,but based on character data of player characters (first characters)grouped as the battle group, the CPU 21 exerts action control of theplayer characters grouped as the battle group. That is, the CPU 21 whichexecutes such a process will, based on a larger number of pieces of itemdata than that of the second characters grouped as the standby group(second group), exert action control of the first characters grouped asthe battle group (first group). In this embodiment, the CPU 21 whichexecutes such a process corresponds to one example of a character actioncontrol section and a first character action control section.

Additionally, the CPU 21 which executes a process such as ST34, ST35 andST36 will, in accordance with the action order of a plurality ofcharacters, carry out determination of an action result and progress,and action control of the characters. Also, in other words, the CPU 21will, in accordance with the determined action order of the plurality ofcharacters, carry out selection of a character action mode and characteraction control. Furthermore, when “combo” (character action connectionmode), “double” (character combined action mode), “double combo”(character combined action connection mode), or the like has beenselected as an action mode of a character, such a CPU 21 will, beforeselection of the next action mode of the character, execute thecharacter action control based on the “combo” (character actionconnection mode), “double” (character combined action mode), “doublecombo” (character combined action connection mode), or the like. The CPU21 which executes such a process corresponds to one example of thespecial character action control section. If this process ends, theprocess moves to ST37.

In ST37, a special action value update process is executed. In thisprocess, the CPU 21 updates a special action value related to eachcharacter (including a player character and an enemy character) based onthe action mode (action type, and action result and progress) and thelike selected in ST34 and ST35. As described above, this special actionvalue is a value which is used to execute “combo”, “double”, “doublecombo”, and the like. The details of this “special action value updateprocess” will be described later using FIG. 52. It this process ends,the process moves to ST38.

In ST 38, a turn order is updated each time a character performs anaction. In this process, the CPU 21 stores a character who has performedan action in a predetermined region of the RAM 23, and updates the turnorder of the character who has performed the action. The CPU 21 therebycompares the updated turn order when executing the “turn order process”and will thus determine a character to be made to perform an action thecommand selection of whom is validated.

Particularly, the CPU 21 changes the turn interval value of a charactertargeted for the combined action (“combo” and “double combo”) selectedin ST230, ST328, ST338, or the like to be described later.

Specifically, the CPU 21 initializes the turn interval value of thecharacter targeted for the combined action (“combo” and “double combo”)selected in ST230, ST328, ST338, or the like. The CPU 21 will then addthe turn interval value of the character targeted for the combinedaction (“combo”) selected in ST230 by a value based on the action typeof the “combo”. The character targeted for the combined action (“combo”and “double combo”) selected in ST328 or ST338 will thereby be selectedin ST32, ST38, or the like as a character whose turn will come next foraction. When “double” and “double combo” has been executed, 90% of aplurality of total values corresponding to a plurality of (e.g. two)action types performed by one character will be added to the turninterval value. Also, the action order is determined in such a mannerthat the action order of characters who are made to execute a combinedaction (interruption of turn order) is prioritized. Furthermore, the CPU21 exerts control to validate the command selection of a characterdetermined to be prioritized.

On the other hand, out of characters targeted for the combined action(“combo”) selected in ST230, with respect to a character against whom“combo” has resulted in success, selection of an action type,determination of an action result and progress (including selection ofan action mode), and action control have already been finished by theshortcut function to be described later. Therefore, this character willbe determined in ST32, ST38, or the like as a character who has nowfinished the action. That is, the CPU 21 which executes such a processcorresponds to one example of the character action order determinationmodule which determines the action order of a plurality of characters.If this process ends, the process moves to ST39.

In ST39, a turn order update display process is executed. In thisprocess, based on the turn order updated in the process of ST38, the CPU21 updates and displays a turn order in which an action to be performedin the next turn is executed. If this process ends, the process moves toST40.

In ST40, it is determined whether a “battle process” end condition isfulfilled or not. If NO, the process returns to the aforementioned ST32,while if YES, the “battle process” is brought to an end. As used herein,the term “battle process” end condition refers to any of the conditionsthat enemy characters appearing on the battle screen have beencompletely destroyed, that the player has selected the “escape” commandand has succeeded in escaping from an enemy character, that a party ofplayer characters has been completely destroyed, that an event to finishthe battle has occurred, and so on.

Special Action Value Update Process

The aforementioned “special action value update process” will bedescribed using FIG. 52.

First, as shown in FIG. 52, it is determined whether or not an action isin a predetermined action mode (ST91). The predetermined action mode ofthis embodiment refers to an action mode of an attack action such as“physical attack”, “magic attack”, “special skill attack”, and “itemattack”, but the invention is not limited to this action mode. If theCPU 21 determines in this process that the action is in thepredetermined action mode, it moves the process to ST92. Conversely, ifthe CPU 21 determines that the action is not in the predetermined actionmode, it moves the process to ST97.

In ST92, the addition action value of a character who has performed anattack is calculated. Subsequently, in ST93, the addition action valueof a character who has suffered an attack is calculated. In theseprocesses, the CPU 21, by referring to the addition action valuecalculation table (see FIG. 12), calculates the addition action value ofthe character who has performed an attack and the addition action valueof the character who has suffered an attack.

Specifically, by referring to the addition action value calculationtable (see FIG. 12), the CPU 21 determines the feasibility of theaddition condition based on “HP”, “SP”, “special action value”, “numberof collaborative hits”, “attack attribute”, “hit mode”, and the like.When a player character has executed an attack action, the CPU 21temporarily stores in the RAM 23, as the addition action value of theplayer character, the value calculated by the expression of basicvalue×HP coefficient×SP coefficient×special action valuecoefficient×number of-collaberative-hits coefficient×attack attributecoefficient×number of hits in currently performed attack action)+hitmode points. Also, when a player character has suffered an attackaction, the CPU 21 temporarily stores in the RAM 23, as the additionaction value of the player character, the value calculated by theexpression of basic value×HP coefficient×SP coefficient×special actionvalue coefficient×number of hits in currently suffered attack action.Besides, when an enemy character has executed an attack action, the CPU21 temporarily stores in the RAM 23, as the addition action value of theenemy character, the value calculated by the expression of basic value(turn)×HP coefficient. Furthermore, when an enemy character has sufferedan attack action, the CPU 21 temporarily stores in the RAM 23, as theaddition action value of the enemy character, the value calculated bythe expression of basic value (turn)×HP coefficient. That is, the CPU 21which executes such processes and the RAM 23 temporarily store an actionvalue, which varies according to the exerted action control, for eachplurality of characters. The CPU 21 which executes such processes andthe RAM 23 correspond to one example of the character data storagemodule. If these processes end, the process moves to ST 94. “n actionvalue which varies according to the exerted action control is thusstored for each plurality of characters, and the character actionconnection mode for bringing a connection to a character action to beperformed in a subsequent turn is made selectable on condition that theaction value has reached a predetermined value. When the characteraction connection mode has been selected as an action mode of acharacter, character action control based on the character action modeis exerted before the next action mode of the character is selected.Accordingly, without selecting an action mode such as moving acharacter, the character action connection mode for bringing aconnection to a character action to be performed in a subsequent turn ismade selectable in response to an action value which varies according tothe exerted action control. This enables smooth action progress, andprevents the existence value of the character action connection modefrom decreasing. Thus, action mode selection is diversified, a strategicaction mode is selected and so on, thereby making it possible toincrease player's interest in the game.

Additionally, an action value (special action value) is increased byperforming an attack action or suffering an attack action, so that theattack action can be strategically and positively performed, thus makingit possible to increase player's interest in the game. Also, an actionvalue (special action value) is increased by suffering attack actions,so that even when those attack actions have been suffered, it will notmerely reduce player's interest in the game. Thus, the player is led tostrategically and positively participate in the game, thereby making itpossible to increase player's interest in the game.

In ST94, a calculated addition action value is added to a special actionvalue. In this process, the CPU 21 adds the addition action valuecalculated in ST93 and ST94 to a special action value corresponding tothe character. If this process ends, the process moves to ST95.

In ST95, it is determined whether or not a character is running out ofcontrol. If it is determined in this process that SP has reached “0” andthe character is running out of control, the CPU 21 initializes thespecial action value of the character running out of control (ST96), andmoves the process to ST97. Conversely, if SP has reached “0” and it isdetermined that the character is not running out of control, the CPU 21moves the process to ST97 without executing ST96.

In this embodiment, once the character falls in and out-of-controlstate, all command operations are stopped from being received.Alternatively, the configuration may be such that only some commands arereceived under a predetermined condition. For example, the configurationis such as to receive only an “item” command but prevent the player fromrecognizing whom a selected “item” is used for, or such as to receive a“fight” command once every three turns. The configuration may also besuch that it is when “SP=0” that a player character runs out of control,and such that the player character does not keep running out of controlbut returns to normal after a lapse of time.

In ST97, it is determined whether a special action value subtractioncondition has been established or not. In this process, by referring tothe special action table (see FIG. 11), the CPU 21 will, based on theaction mode (an action type and the result and progress of an actionwhich is based on the action type) selected in ST35, determine whetherthe special action value subtraction condition has been established ornot.

If the CPU 21 determines that the special action value subtractioncondition has been established, it subtracts the special action value ofa predetermined character (ST98). Specifically, if, in ST35, “combo” hasbeen selected as an action type and the “combo” has been established,the CPU 21 will store a special action value, which corresponds to acharacter against whom the “combo” has been established, by reducing itby 100. That is, if the character action connection mode (“comboselection” and “combo establishment”) has been selected in ST35, the CPU21 which executes such a process and the RAM 23 will store a specialaction value (action value) by reducing it to a specified value (valueobtained by reducing the special action value by 100) (by reducing it by100).

If, in ST35, “double” has been selected as all action type and the“double” has been established, the CPU 21 will store a special actionvalue, which corresponds to a character against whom the “double” hasbeen established, by reducing it by 100. That is, if the charactercombined action mode (“double selection” and “double establishment”) hasbeen selected in ST35, the CPU 21 which executes such a process and theRAM 23 will store a special action value (action value) by reducing itto a specified value (value obtained by reducing the special actionvalue by 100) (by reducing it by 100).

If, in ST35, “double combo” has been selected as an action type and the“double combo” has been established, the CPU 21 will store a specialaction value, which corresponds to a character against whom the “doublecombo” has been established, by reducing it by 200. That is, if thecharacter combined action connection mode (“double combo selection” and“double combo establishment”) has been selected in ST35, the CPU 21which executes such a process and the RAM 23 will store a special actionvalue (action value) by reducing it to a specified value (value obtainedby reducing the special action value by 200) (by reducing it by 200).Also, in other words, the CPU 21 which executes such a process and theRAM 23 store an action value, which varies according to the exertedaction control, for each plurality of characters. The CPU 21 whichexecutes such a process and the RAM 23 correspond to one example of thecharacter data storage module. If this process ends, this sub-routine isbrought to an end.

An action value which varies according to the exerted action control isthus stored for each plurality of characters, and on condition that theaction value has reached a predetermined value, the character actionconnection mode for bringing a connection to a character action to beperformed in a subsequent turn is made selectable. When the characteraction connection mode has been selected as an action mode of acharacter, character action control based on the character actionconnection mode is exerted before the next action mode of the characteris selected. Accordingly, without selecting an action mode such asmoving a character, the character action connection mode for bringing aconnection to a character action to be performed in a subsequent turn ismade selectable in response to an action value which varies according tothe exerted action control. This enables smooth action progress, andprevents the existence value of the character action connection modefrom decreasing. Thus, action mode selection is diversified, a strategicaction mode is selected, and so on, thereby making it possible toincrease player's interest in the game.

If any of the character action connection mode, character combinedaction mode, and character combined action connection mode hits beenselected, an action value is stored reduced to a specified value.Accordingly, action control based on the character action connectionmode, character combined action mode, and character combined actionconnection mode is prevented from being easily exerted in succession.Thus, action mode selection is diversified, it strategic action mode isselected, and so on, thereby making it possible to increase player'sinterest in the game.

Conversely, if the CPU determines that the special action valuesubtraction condition has not been established, it brings thissub-routine to an end without executing ST98. If “combo” (shortcut) tobe described later has been, selected, the configuration is such that,if a character has failed in “combo” and “double combo” in mid-course(combo break), the special action values of the character who has failedand a character who should have executed “combo” and “double combo”thereafter are not subtracted. However, the invention is not limited tothis configuration. For example, the special action value of only thecharacter who has failed may be subtracted, or, for example, specialaction values corresponding to all the other characters who should havecollaborated with each other in “combo” and “double combo” may besubtracted. Also, in “double” and “double combo”, the configuration issuch that, even if a character has failed in “double”, a special actionvalue corresponding to the character is not subtracted. However, theinvention is not limited to this configuration.

Command Process

The aforementioned “command process” will be described using FIG. 53.

First, as shown in FIG. 53, it is determined whether or not SP is “0” orless (ST101). If the CPU 21 determines in this process that SP is “0” orless, it executes a character out-of-control process (ST102). In thisprocess, the CPU 21 selects a command for invalidating command selectionoperation of a character, operation of a judgment ring, and the like toautomatically determine an action type (“attack”, “attack magic use”,“recovery magic use”, or the like), and thus determines the result andprogress of an action corresponding to the command. In this process, acharacter runs out of control, and an action unfavorable for thecharacter can thus be selected. If this process ends, this sub-routineis brought to an end. Conversely, it the CPU 21 determines that SP isnot “0” or less, it moves the process to ST103.

In ST103, the CPU 21 refers to a character's special action value andthe like. In ST104, based on the character's special action value andthe like referred to, the CPU 21 executes a command operationinvalidation setting process. In this process, the CPU 21 refers to thespecial action table (see FIG. 11) and will, when a special action valuerelated to a player character whose turn has come for action is smallerthan a special action consumption value, exert control to restrict anaction corresponding to the special action consumption value.Specifically, when the special action value of a character whose turnhas come for action is smaller than 50, the CPU 21 exerts control torestrict the actions of hard hit attack, combo attack, double attack,and double combo attack. Also, when the special action value of acharacter whose turn has come for action is smaller than 100, the CPU 21exerts control to restrict the actions of combo attack, double attack,and double combo attack. Besides, when the special action value of acharacter whose turn has come for action is smaller than 200, the CPU 21exerts control to restrict the action of double combo attack.Furthermore, by referring to the character data table (see FIG. 4),action table (see FIG. 5), and hit attribute table (see FIG. 13), basedon the position (current) of a character targeted for an attack and thehit attribute of the attack action type of the character, if an actionis of position and attack in which a hit is not necessarily scored, theCPU 21 exerts control to restrict the action. However, the invention isnot limited to this configuration.

An action value which varies according to the exerted action control isthus stored for each plurality of characters, and on condition that theaction value has reached a predetermined value, the character actionconnection mode for bringing a connection to a character action to beperformed in a subsequent turn is made selectable. When the characteraction connection mode has been selected as an action mode of acharacter, character action control based on the character actionconnection mode is exerted before the next action mode of the characteris selected. Accordingly, without selecting an action mode such asmoving a character, the character action connection mode for bringing aconnect ion to a character action to be performed in a subsequent turnis made selectable in response to an action value which varies accordingto the exerted action control. This enables smooth action progress, andprevents the existence value of the character action connection modefrom decreasing. Thus, action mode selection is diversified, a strategicaction mode is selected, and so on, thereby making it possible toincrease player's interest in the game. If this process ends, theprocess moves to ST105.

In ST105, the CPU 21 executes a collaboration type command receptionprocess. As described later in detail using FIGS. 54 to 57, the CPU 21will receive selection of a command relating to an action and execute acommand reception process for determining the type of the action. Inthis process, an invoked sub-routine differs from one collaboration typeto another, such as “normal”, “combo”, “double”, and “double combo”. Ifthis process ends, the process moves to ST106.

In ST106, the CPU 21 executes a collaboration type action resultdetermination process. As described later in detail using FIGS. 58 to62, the CPU 21 will determine a judgment ring and execute an actionresult determination process, such as a display control process of thejudgment ring and an action determination process based on the operationresult of the judgment ring. In this process, an invoked sub-routinediffers from one collaboration type to another, such as “normal”, “combo(normal)”, “combo (shortcut)”, “double”, and “double combo”. In ST105and ST106, the CPU 21 thus determines the action mode of a character. Ifthis process ends, the process moves to ST107.

That is, the CPU 21 which executes processes such as ST105 and ST106will, based on an operational signal from the control section 4 and aplurality of character data (particularly, a determined playercharacter's state to be described later), select the action mode of acharacter. Also, such a CPU 21 will make “combo”, “double”, or the likeselectable on condition that the special action value has reached apredetermined value, and will make “double combo” or the like selectableon condition that the special action value has reached a specifiedaction value greater than the predetermined value. In this embodiment,the CPU 21 which executes such a process corresponds to one example of acharacter action mode selection module.

In ST107, the CPU 21 executes a character data update process. In thisprocess, based on the action result determined in ST106, the CPU 21updates character data relating to characters (including a playercharacter and an enemy character), such as updating HP, MP, SP, AGL,LUC, and various statuses. If this process ends, this sub-routine isbrought to an end.

Normal Command Reception Process

Out of the aforementioned “collaboration type command receptionprocess”, a “normal command reception process” invoked upon reception ofa normal command will be described using FIG. 54.

First, as shown in FIG. 54, the CPU 21 determines whether or not thereis an action type selection operation (ST201). In this process, based onan operational signal from the control section 4, the CPU 21 determineswhether or not there is an action type selection operation. If it isdetermined that there is the action type selection operation, then inresponse to character data relating to a player character whose turn hascome for action, the CPU 21 stores in the RAM 23 an action typecorresponding to the action type selection operation and therebyexecutes an action type selection process (ST202), thus moving theprocess to ST203. The CPU 21 will thereby select the action type of thecharacter based on an operational signal from the control section 4 anda plurality of character data. Also, the CPU 21 will make one actiontype selectable for one character. The CPU 21 which executes ST202corresponds to one example of a character action type selection module.Conversely, if it is determined that there is no action type selectionoperation, the CPU 21 moves the process to ST201 again without movingthe process to ST202.

In ST203, the CPU 21 determines whether or not there is an action targetselection operation. In this process, based on an operation signal fromthe control section 4, the CPU 21 determines whether or not there is anaction target selection operation to the effect of selecting an actiontarget targeted for the action which is based on the action typeselected in ST202. If the CPU 21 determines that there is the actiontarget selection operation, it stores in the RAM 23 an action targetcorresponding to the action target selection operation and therebyexecutes an action target selection process (ST204), thus bringing thissub-routine to an end. Conversely, if it is determined that there is noaction target selection operation, the CPU 21 moves the process to ST203again without moving the process to ST204.

Double Command Reception Process

Out of the aforementioned “collaboration type command reception process”a “double command reception process” invoked upon reception of a doublecommand will be described using FIG. 55. Since a similar process isexecuted even upon reception of a double combo command, the doublecommand reception process will be described as a representative, thusomitting the description of the double combo command reception process.

First, as shown in FIG. 55, the CPU 21 determines whether or not thereis a first action type selection operation (ST211). In this process,based on an operational signal from the control section 4, the CPU 21determines whether or not there is a first action type selectionoperation. If it is determined that there is the first action typeselection operation, then in response to character data relating to aplayer character whose turn has come for action, the CPU 21 stores inthe RAM 23 a first action type corresponding to the first action typeselection operation and thereby executes a first action type selectionprocess (ST212), thus moving the process to ST213. The CPU 21 willthereby select the action type of the character based on an operationalsignal from the control section 4 and a plurality of character data.Conversely, if it is determined that there is no first action typeselection operation, the CPU 21 moves the process to ST211 again withoutmoving the process to ST212.

In ST213, the CPU 21 determines whether or not there is a first actiontarget selection operation. In this process, based on an operationsignal from the control section 4, the CPU 21 determines whether or notthere is a first action target selection operation to the effect ofselecting a first action target targeted for the action which is basedon the first action type selected in ST212. If the CPU 21 determinesthat there is the first action target selection operation, it stores inthe RAM 23 a first action target corresponding to the first actiontarget selection operation and thereby executes a first action targetselection process (ST214), thus moving the process to ST215. Conversely,if it is determined that there is no first action target selectionoperation, the CPU 21 moves the process to ST213 again without movingthe process to ST214.

In ST215, the CPU 21 determines whether or not there is a second actiontype selection operation. In this process, based on an operationalsignal from the control section 4, the CPU 21 determines whether or notthere is a second action type selection operation. If it is determinedthat there is the second action type selection operation, t hen inresponse to character data relating to a player character whose turn hascome for action, the CPU 21 stores in the RAM 23 a second action typecorresponding to the second action type selection operation and therebyexecutes a second action type selection process (ST216), thus moving theprocess to ST217. The CPU 21 will thereby select the action type of thecharacter based on an operational signal from the control section 4 anda plurality of character data. Also, the CPU 21 will make a plurality ofaction types selectable for one character. The CPU 21 which executessuch a process corresponds to one example of the character action typeselection module. Conversely, if it is determined that there is nosecond action type selection operation, the CPU 21 moves the process toST215 again without moving the process to ST216.

In S1217, the CPU 21 determines whether or not there is a second actiontarget selection operation. In this process, based on an operationsignal from the control section 4, the CPU 21 determines whether or notthere is a second action target selection operation to the effect ofselecting a second action target targeted for the action which is basedon the second action type selected in ST216. If the CPU 21 determinesthat there is the second action target selection operation, it stores inthe RAM 23 a second action target corresponding to the second actiontarget selection operation and thereby executes a second action targetselection process (SF218), thus bringing this sub-routine to an end.Conversely, if it is determined that there is no second action targetselection operation, the CPU 21 moves the process to ST217 again withoutmoving the process to ST218.

Combo Command Reception Process

Out of the aforementioned “collaboration type command receptionprocess”, a “combo command reception process” invoked upon reception ofa combo command will be described using FIGS. 56 and 57.

First, as shown in FIG. 56, the CPU 21 determines whether or not thereis a first action type selection operation (ST221). In this process,based on an operational signal from the control section 4, the CPU 21determines whether or not there is a first action type selectionoperation. If it is determined that there is the first action typeselection operation, then in response to character data relating to aplayer character whose turn has come for action, the CPU 21 stores inthe RAM 23 a first action type corresponding to the first action typeselection operation and thereby executes a first action type selectionprocess (ST222), thus moving the process to ST223. The CPU 21 willthereby select the action type of the character based on an operationalsignal from the control section 4 and a plurality of character data.Conversely, if it is determined that there is no first action typeselection operation, the CPU 21 moves the process to ST221 again withoutmoving the process to ST222.

In ST223, the CPU 21 determines whether or not there is a first actiontarget selection operation. In this process, based on an operationsignal from the control section 4, the CPU 21 determines whether or notthere is a first action target selection operation to the effect ofselecting a first action target targeted for the action which is basedon the first action type selected in ST222. If the CPU 21 determinesthat there is the first action target selection operation, it stores inthe RAM 23 a First action target corresponding to the first actiontarget selection operation and thereby executes a first action targetselection process (ST224), thus moving the process to ST225. Conversely,if it is determined that there is no first action target selectionoperation, the CPU 21 moves the process to ST223 again without movingthe process to ST224.

In ST225, the CPU 21 determines whether a shortcut operation validationcondition has been established or not. If it is determined in thisprocess that the shortcut operation validation condition has beenestablished, the CPU 21 turns on a shortcut flag positioned in the RAM23 (ST226) and then moves the process to ST228 of FIG. 57. Conversely,if it is determined that the shortcut operation validation condition hasnot been established, the CPU 21 turns off the shortcut flag position inthe RAM 23 (ST227) and then brings this sub-routine to an end. In thisembodiment, whether the shortcut operation validation condition has beenestablished or not is determined based on the condition that the specialaction value of a player character whose turn has come for action is 10or greater, and based on an operational signal from the control section4. However, the invention is not limited to this configuration.

If it is determined that the shortcut operation validation condition hasnot been established, and the shortcut flag is turned off, the CPU 21will, in the aforementioned ST222, select the action type of a characterwho has been selected in a to-be-described subsequent action characterselection process (see FIG. 61) and whose turn has been determined tocome for action order in the aforementioned turn order process (see FIG.51). The CPU 21 will select the action type of the character based on anoperational signal from the control section 4 and a plurality ofcharacter data. Also, the CPU 21 will make each action type selectablefor each plurality of characters. The CPU 21 which executes such aprocess corresponds to one example of the character action typeselection module.

In ST228 of FIG. 57, the CPU 21 determines whether a subsequent actioninvalidation condition has been established or not. If the CPU 21determines in this process that the subsequent action invalidationcondition has been established, it brings this sub-routine to an end.Conversely, if the CPU 21 determines that the subsequent actioninvalidation condition has not been established, it moves the process toST229. In this embodiment, whether the subsequent action invalidationcondition has been established or not is determined based on thecondition that there is no subsequent character or that no subsequentcharacter is selected based on an operational signal from the controlsection 4. However, the invention is not limited to this configuration.

In ST229, the CPU 21 determines whether or not there is a subsequentaction character selection operation. In this process, based on anoperational signal from the control section 4, the CPU 21 determineswhether or not there is a subsequent action character selectionoperation. If it is determined that there is the subsequent actioncharacter selection operation, the CPU 21 stores, in the RAM 23, dataindicating the selected subsequent action character and thereby executesthe subsequent action character selection process (ST230), thus movingthe process to ST231. Conversely, if it is determined that there is nosubsequent action character selection operation, the CPU 21 moves theprocess to ST228 again without moving the process to ST230.

In ST231, the CPU 21 determines whether or not there is a subsequentaction type selection operation. In this process, based on anoperational signal from the control section 4, the CPU 21 determineswhether or not there is a subsequent action type selection operation. Ifit is determined that there is the subsequent action type selectionoperation, then in response to character data relating to a playercharacter who has been determined to subsequently perform an action, theCPU 21 stores in the RAM 23 a subsequent action type corresponding tothe subsequent action type selection operation and thereby executes asubsequent action type selection process (ST232), thus moving theprocess to ST233. The CPU 21 will thereby select the action type of thecharacter based on an operational signal from the control section 4 anda plurality of character data. Also, the CPU 21 will make each actiontype selectable for each plurality of characters. The CPU 21 whichexecutes such a process corresponds to one example of the characteraction type selection module. Conversely, if it is determined that thereis no subsequent action type selection operation, the CPU 21 moves theprocess to ST231 again without moving the process to ST232.

In ST233, the CPU 21 determines whether or not there is a subsequentaction target selection operation. In this process, based on anoperation signal from the control section 4, the CPU 21 determineswhether or not there is a subsequent action target selection operationto the effect of selecting a subsequent action target targeted for theaction which is based on the subsequent action type selected in ST232.If the CPU 21 determines that there is the subsequent action targetselection operation, it stores in the RAM 23 a subsequent action targetcorresponding to the subsequent action target selection operation andthereby executes a subsequent action target selection process (ST234),thus moving the process to ST228 again. Conversely, if it is determinedthat there is no subsequent action target selection operation, the CPU21 moves the process to ST233 again without moving the process to ST234.

Normal Action Result Determination Process

Out of the aforementioned “collaborative type action resultdetermination process”, a “normal action result determination process”invoked upon reception of a normal command will be described using FIG.58.

First, as shown in FIG. 58, the CPU 21 executes a judgment ringdetermination process 1 (ST301). As described later in detail using FIG.63, the CPU 21 determines, as a single mode, the range of each timingarea and each 120% region of the judgment ring 100, the rotation mode ofthe rotary bar 101, and the like. The CPU 21 then supplies the imageprocessing section 24 with data indicating the determined result andthereby executes a judgment ring display control process (ST302).Thereafter, based on the data indicating the determined result, theimage processing section 24 exerts control to display the judgment ring100 on the display 16. That is, the CPU 21, image processing section 24,and the like correspond to one example of a display control sectionwhich exerts display control over a judgment ring (actionresult/progress determination region) for determining an action resultand progress, a rotary bar (moving region) displayed in a moving fashionwithin the judgment ring for a predetermined period, and a timing area(determination region) which is set in the judgment ring based on aselected character action type. If this process ends, the process movesto ST303.

In ST303, the CPU 21 executes a judgment ring determination process. Asdescribed later in detail using FIG. 66, at the time an operationalsignal from the control section 4 has been detected, the CPU 21 stores aposition of the rotary bar 101 displayed in a moving fashion on thejudgment ring 100, and determines whether the position is a timing areaor a 120% region, thus determining damage, a recovery value, and thelike. The CPU 21 then executes a correction parameter setting processfor correcting an action result and progress, such as damage, a recoveryvalue, and the like (ST304). Specifically, if there is a correctionparameter which is used to increase/decrease damage, a recovery value,and the like, the CPU 21 sets the correction parameter on the RAM 23 andwill, based on the damage, recovery value, and the like, as well as thecorrection parameter, execute the character data update process (seeFIG. 53). As one specific example, by referring to the character datatable (see FIG. 4), the CPU 21 determines whether the position(reference) and position (current) of a character who has suffered anattack (damage) are different from each other and, if it determines thatthey are different from each other, increases damage by +10%. Also, theCPU 21 reads out a combo flag and, if it determines that “combo” isongoing, increases 2% damage for each number of hits performed while the“combo” is ongoing. That is, the CPU 21 which executes such a processwill, based on an operational signal from the control section 4,determine the result and progress of an action which is based on theaction type selected in ST202. In other words, the CPU21 will select anaction mode based on an operational signal from the control section 4and character data. If this process ends, this sub-routine is brought toan end.

Double Action Result Determination Process

Out of the aforementioned “collaborative type action resultdetermination process” a “double action result determination process”invoked upon reception of a double command will be described using FIG.59.

First, as shown in FIG. 59, the CPU 21 executes a judgment ringdetermination process 2 (ST311). As described later in detail using FIG.64, the CPU 21 determines, as a double mode, the range of each timingarea and each 120% region of the judgment ring 100 the rotation mode ofthe rotary bar 101 and the like. The CPU 21 then supplies the imageprocessing section 24 with data indicating the determined result andthereby executes the judgment ring display control process (ST312).Hereafter, based on the data indicating the determined result, the imageprocessing section 24 exerts control to display the judgment ring 100 onthe display 16. That is, the CPU 21, image processing section 21, andthe like correspond to one example of a display control section whichexerts display control over a judgment ring (action result/progressdetermination region) for determining an action result and progress, arotary bar (moving region) displayed in a moving fashion within thejudgment ring for a predetermined period, and a timing area(determination region) which is set in the judgment ring based on aselected character action type. If this process ends, the process movesto ST313.

In ST313, the CPU 21 executes a judgment ring determination process. Asdescribed later in detail using FIG. 66, in the same manner as in FIG.58, at the time an operational signal from the control section 4 hasbeen detected, the CPU 21 stores a position of the rotary bar 101displayed in a moving fashion on the judgment ring 100, and determineswhether the position is a timing area or a 120% region, thus determiningdamage, a recovery value, and the like. The CPU 21 then executes thecorrection parameter setting process for correcting an action result andprogress, such as damage, a recovery value, and the like (ST314).Specifically, the CPU 21 will, if there is a correction parameter whichis used to increase/decrease damage, a recovery value, and the like, setthe correction parameter on the RAM 23 and will, based on the damage,recovery value, and the like, as well as the correction parameter,execute the character data update process (see FIG. 53). That is, theCPU 21 which executes such a process will, based on an operationalsignal from the control section 4, determine the result and progress ofan action which is based on the action type selected in ST212. In otherwords, the CPU 21 will select an action mode based on an operationalsignal from the control section 4 and character data. If this processends, this sub-routine is brought to an end.

Double Combo Action Result Determination Process

Out of the aforementioned “collaborative type action resultdetermination process”, a “double combo action result determinationprocess” invoked upon reception of a double combo command will bedescribed using FIG. 60.

First, as shown in FIG. 60, the CPU 21 executes the judgment ringdetermination process 2 (ST321). As described later in detail using FIG.64, in the same manner as in FIG. 59, the CPU 21 determines, as a doublemode, the range of each timing area and each 120% region of the judgmentring 100, the rotation mode of the rotary bar 101, and the like. The CPU21 then supplies the image processing section 24 with data indicatingthe determined result and thereby executes the judgment ring displaycontrol process (ST322). Thereafter, based on the data indicating thedetermined result, the image processing section 24 exerts control todisplay the judgment ring 100 on the display 16. That is, the CPU 21,image processing section 24, and the like correspond to one example ofthe display control section which exerts display control over a judgmentring (action result/progress determination region) for determining anaction result and progress, a rotary bar (moving region) displayed in amoving fashion within the judgment ring for a predetermined period, anda timing area (determination region) which is set in the judgment ringbased on a selected character action type. If this process ends, theprocess moves to ST323.

In ST323, the CPU 21 executes the judgment ring determination process.As described later in detail using FIG. 66, in the same manner as inFIG. 59, at the time an operational signal from the control section 4has been detected, the CPU 21 stores a position of the rotary bar 101displayed in a moving fashion on the judgment ring 100, and determineswhether the position is a timing area or a 120% region, thus determiningdamage, a recovery value, and the like. The CPU 21 then executes thecorrection parameter setting process for correcting an action result andprogress, such as damage, a recovery value, and the like (ST321).Specifically, the CPU 21 well, if there is a correction parameter whichis used to increase/decrease damage, a recovery value, and the like, setthe correction parameter on the RAM 23 and will, based on the damage,recovery value, and the like, as well as the correction parameter,execute the character data update process (see FIG. 53). That is, theCPU 21 which executes such a process will, based on an operationalsignal from the control section 4, determine the result and progress ofan action which is based on the action type selected in ST212. In otherwords, the CPU 21 will select an action mode based on an operationalsignal from the control section 4 and character data. If this processends, the process moves to ST325.

In ST325, the CPU 21 executes a combo establishment determinationprocess. As described later in detail using FIG. 67, according to acombo ring operation result which is based on an operational signal fromthe control section 4, the CPU 21 determines whether “combo” isestablished or not. If this process ends, the process moves to ST326.

In ST326, the CPU 21 determines whether “combo” is established or not.In this process, according to whether or not it is determined in ST 325that “combo” has been established, the CPU 21 determines whether “combo”is established or not. If the CPU 21 determines that “combo” has beenestablished, it moves the process to ST327. Conversely, if the CPU 21determines that “combo” has not been established, it brings thissub-routine to an end.

In ST327, in the same manner as in ST229 of FIG. 57, the CPU 21determines whether or not there is a subsequent action characterselection operation. In this process, based on an operation signal fromthe control section 4, the CPU 21 determines whether or not there is asubsequent action character selection operation. If it is determinedthat there is the subsequent action character selection operation, theCPU 21 stores, in the RAM 23, data indicating the selected subsequentaction character and thereby executes the subsequent action characterselection process (ST328), thus bringing this sub-routine to an end.Conversely, if it is determined that there is no subsequent actioncharacter selection operation, the CPU 21 moves the process to ST327again without moving the process to ST328.

Combo Action Result Determination Process (Normal)

Out of the aforementioned “collaborative type action resultdetermination process”, a “combo action result determination process(normal)” invoked upon reception of a combo command not using theshortcut function will be described using FIG. 61.

First, as shown in FIG. 61, the CPU 21 executes the judgment ringdetermination process 1 (ST331). As described later in detail using FIG.63, in the same manner as in FIG. 58, the CPU 21 determines, as a singlemode, the range of each timing area and each 120% region of the judgmentring 100, the rotation mode of the rotary bar 101, and the like. The CPU21 then supplies the image processing section 24 with data indicatingthe determined result and thereby executes the judgment ring displaycontrol process (ST332). Thereafter, based on the data indicating thedetermined result, the image processing section 24 exerts control todisplay the judgment ring 100 on the display 16. That is, the CPU 21,image processing section 24, and the like correspond to one example ofthe display control section which exerts display control over a judgmentring (action result/progress determination region) for determining anaction result and progress, a rotary bar (moving region) displayed in amoving fashion within the judgment ring for a predetermined period, anda timing area (determination region) which is set in the judgment ringbased on a selected character action type. If this process ends, theprocess moves to ST333.

In ST333, the CPU 21 executes the judgment ring determination process.As described later in detail using FIG. 66, in the same manner as inFIG. 58, at the time an operational signal from the control section 4has been detected, the CPU 21 stores a position of the rotary bar 101displayed in a moving fashion on the judgment ring 100, and determineswhether the position is a timing area or a 120% region, thus determiningdamage, a recovery value, and the like. The CPU 21 then executes thecorrection parameter setting process for correcting an action result andprogress, such as damage, a recovery value, and the like (ST334).Specifically, the CPU 21 will, if there is a correction parameter whichis used to increase/decrease damage, a recovery value, and the like, setthe correction parameter on the RAM 23 and will, based on the damage,recovery value, and the like, as well as the correction parameter,execute the character data update process (see FIG. 53). That is, theCPU 21 which executes such a process will, based on an operationalsignal from the control section 4, determine the result and progress ofan action which is based on the action type selected in ST222. In otherwords, the CPU 21 will select an action mode based on an operationalsignal from the control section 4 and character data. If this processends, the process moves to ST335.

In ST335, the CPU 21 executes the combo establishment determinationprocess. As described later in detail using FIG. 67, according to acombo ring operation result which is based on an operational signal fromthe control section 4, the CPU 21 determines whether “combo” isestablished or not. If this process ends, the process moves to ST336.

In ST336, the CPU 21 determines whether “combo” is established or not.In this process, in the same manner as in ST326, according to whether ornot it is determined in ST335 that “combo” has been established, the CPU21 determines whether “combo” is established or not. If the CPU 21determines that “combo” has been established, it moves the process toST337. Conversely, if the CPU 21 determines that “combo” has not beenestablished, it brings this sub-routine to an end.

In ST337, the CPU 21 determines whether or not there is a subsequentaction character selection operation. In this process, in the samemanner as in ST327, based on an operation signal from the controlsection 4, the CPU 21 determines whether or not there is a subsequentaction character selection operation. If it is determined that there isthe subsequent action character selection operation, the CPU 21 stores,in the RAM 23, data indicating the selected subsequent action characterand thereby executes the subsequent action character selection process(ST338), thus bringing this sub-routine to an end. Conversely, if it isdetermined that there is no subsequent action character selectionoperation, the CPU 21 moves the process to ST337 again without movingthe process to ST338.

Combo Action Result Determination Process (Shortcut)

Out of the aforementioned “collaborative type action resultdetermination process”, a “combo action result determination process(shortcut)” invoked upon reception of a combo command using the shortcutfunction will be described using FIG. 62.

First, as shown in FIG. 62, the CPU 21 executes a judgment ringdetermination process 3 (ST341). As described later in detail using FIG.65, the CPU 21 determines, as a shortcut mode, the range of each timingarea and each 120% region of a judgment ring, the rotation mode of therotary bar 101, and the like. The CPU 21 then supplies the imageprocessing section 21 with data indicating the determined result andthereby executes the judgment ring display control process (ST342).Hereafter, based on the data indicating the determined result, the imageprocessing section 21 exerts control to display the judgment ring 100 onthe display 16. That is, the CPU 21, image processing section 24, andthe like correspond to one example of the display control section whichexerts display control over a judgment ring (action result/progressdetermination region) for determining an action result and progress, arotary bar (moving region) displayed in a moving fashion within thejudgment ring for a predetermined period, and a timing area(determination region) which is set in the judgment ring based on aselected character action type. If this process ends, the process movesto ST313.

In ST343, the CPU 21 executes the judgment ring determination process.As described later in detail using FIG. 66, in the same manner as inFIG. 58, at the time an operational signal from the control section 4has been detected, the CPU 21 stores a position of the rotary bar 101displayed in a moving fashion on the judgment ring 100, and determineswhether the position is a timing area or a 120% region, thus determiningdamage, a recovery value, and the like. The CPU 21 then executes thecorrection parameter setting process for correcting an action result andprogress, such as damage, a recovery value, and the like (ST344).Specifically, the CPU 21 will, if there is a correction parameter whichis used to increase/decrease damage, a recovery value, and the like, setthe correction parameter on the RAM 23 and will, based on the damage,recovery value, and the like, as well as the correction parameter,execute the character data update process (see FIG. 53). That is, theCPU 21 which executes such a process will, based on an operationalsignal from the control section 4, determine the result and progress ofan action which is based on the action type selected in ST222, ST232, orthe like. In other words, the CPU 21 will select an action mode based onan operational signal from the control section 4 and character data. Ifthis process ends, this sub-routitne is brought to an end.

Judgment Ring Determination Process 1

The aforementioned “judgment ring determination process 1” will bedescribed using FIG. 63.

First, as shown in FIG. 63, the CPU 21 refers to any of an “attacktable” (see FIG. 15), a “specialty table” (see FIG. 16), and an “itemtable” (see FIG. 17) which have been set on the RAM 23, and thusdetermines a timing area range (ST351). Subsequently, in response to(based on) a to-be-described judgment ring correction parameter, the CPU21 corrects the timing area range determined in the aforementionedST351, a preset rotation speed and number of revolutions of the rotarybar, and a preset size of the judgment ring (ST352). Herein, therotation speed of” the rotary bar is set to 1.5 seconds per revolutionas a basic speed, and the number of revolutions of the rotary bar is setto one revolution as a basic number of revolutions. Thus, the CPU 21will, in the aforementioned ST302 and ST332, display the judgment ring100 within the timing area range finally determined in this process, andexert control to rotationally display the rotary bar 101 at thedetermined rotation speed and number of revolutions of the rotary bar.

The timing area and the judgment ring correction parameter will bedescribed hereafter.

FIG. 15 shows the “attack table”. This is a table which is set when a“fight” command has been selected by the player. As shown in FIG. 15, anattack which can be used according to the type of a player character isset therein, and attack power and the range of each timing area are setin response to the type of the attack (e.g., “soft hit”, “normal hit”,and “hard hit”).

The attack power is used to calculate the amount of damage done to anenemy character (the amount of opponent's damage), and the greater thenumeric value of this attack power, the larger the amount of damage doneto the enemy character.

As shown in FIG. 15, the timing area range is shown within an anglerange enclosed by a “start angle” with a rotation start position 100 aof the rotary bar 101 set to 0° and an “end angle”. As shown in FIG. 15,these “start angle” and “end angle” are each set to have a value whichdiffers according to the type of the attack. For example, when theplayer character is player character A111 with “soft hit”, the range ofa first timing area 102 is set to have an angle range of 90° from astart angle of 45° to an end angle of 135°. The range of a second timingarea 103 is set to have an angle range of 67° from a start angle of 180°to an end angle of 247°. The range of a third timing area 104 is set tohave an angle range of 45° from a start angle of 292° to an end angle of337°.

Additionally, in the judgment ring 100, in a predetermined range of eachtiming area is set a “120% region” acting as a special valid region inwhich the damage amount of the enemy character increases by 20%, i.e.,1.2 times if the “circle” button 12 can be operated successfully beforethe predetermined area has been passed through. A “120% region” isformed within the range from an angle position, which is obtained bysubtracting the angle formed by the “120% region” from the end angle, tothe end angle.

FIG. 18 shows a calculating formula used to calculate the amount ofdamage done to the enemy character.

As shown in this FIG. 18, an “allocated value” is set to “0.2” at afirst attack, “0.3” at a second attack, and “0.5” at a third attack.

An “SP residual correction value” keeps “1” until the current SP fallsbelow 25% of maximum SP, i.e., while the current SP fulfills “25—currentSP/maximum SP×100≦0”. When the current SP has fallen below 25% ofmaximum SP, i.e., when the current SP has fulfilled “25—currentSP/maximum×100>0”, SP becomes “1.01” which is obtained by adding “0.01”to the aforementioned value. Thereafter, each time SP decreases by onepoint, “0.01” is added to the “residual SP correction value”. That is,the “residual SP correction value” is set in such a way that the amountof opponent's damage increases by 1% each time SP decreases by onepoint.

“Character's individual power” indicates STR (physical attack power)shown in the aforementioned FIG. 3, and “attack power” is a value set inresponse to the type of a player character and an attack which are shownin FIG. 15.

A “judgment ring correction value” is “1.2” when the “circle” button 12has been operated while the rotary bar 101 is on the 120% region of atiming area, “1” when the “circle” button 12 has been operated while therotary bar 101 is on a region other than the 120% region of a timingarea, and “0” when the “circle” button 12 has not been operated whilethe rotary bar 101 is on a timing area.

For example, in the case where the “fight” command has been selected,when the “circle” button 12 has been operated successfully on threetiming areas, i.e., when the “circle” button 12 has been operatedsuccessfully while the rotary bar 101 is on three timing areas, a playercharacter thereafter repeats three attacks against an enemy character,thus causing predetermined damage thereto. For example, when playercharacter A111 performs an attack of “soft hit”, the amount ofopponent's damage at the first attack is “0.2×residual SP correctionvalue×STR×6×1(1.2)”, wherein points equivalent to this amount ofopponent's damage are subtracted from HP of the enemy character.Similarly, the amount of opponent's damage at the second attack is“0.3×residual SP correction value×STR×6×1(1.2)”, and the amount ofopponent's damage at the third attack is “0.5×residual SP correctionvalue×STR×6×1(1.2)”, in each of which points equivalent to the amount ofopponent's damage are subtracted from HP of the enemy character.

On the other hand, when the timing of operation of the “circle” button12 has been upset on one timing area, the subsequent “judgment ringcorrection value” in the timing area becomes “0”. For example, in thecase where player character A111 performs an attack of “soft hit”, whenthe “circle” button 12 has been operated successfully while the rotarybar 101 is on the first timing area 102, the amount of opponent's damageat a first attack is “0.2×residual SP correction value×STR×6×1(1.2)”.However, when the timing of operation of the “circle” button 12 has beenupset on the second timing area 103, the “judgment ring correctionvalue” at a second attack and a third attack is “0”, and the amount ofopponent's damage is also “0”.

At this point, when HP of an enemy character has become “0”, it meansthat a player character has defeated the enemy character.

FIG. 19 shows a display mode of the judgment ring 100 which is displayedduring command determination. Shown herein is a judgment ring 100 duringcommand determination displayed when a player character is playercharacter A111 and “soft hit” has been selected. This judgment ring 100is formed within the angle range of each timing area which has been setin the “attack table” shown in FIG. 15. When a player character isplayer character A111 and an attack command has been selected, the startangle of the first timing area 102 is 45° and the end angle thereof is135°, the start angle of the second timing area 103 is 180° and the endangle thereof is 247°, and the start angle of the third timing area 104is 292° and the end angle thereof is 337°. Also, as shown in this FIG.19, in the first timing area 102, the “120% region” is a range 102 afrom “105°” obtained by subtracting 30° from an end angle of 135° to anend angle of “135°”. In the second timing area 103, the “120% region” isa range 103 a from “224°” obtained by subtracting 23° from an end angleof 247° to an end angle of “297°”. In the third timing area 104, the“120% region” is a range 104 a from “322°”, which is obtained bysubtracting 15° from an end angle of 337°, to an end angle of “337°”.

FIG. 20 shows a display mode of the judgment ring 100 after commanddetermination. Shown herein is the condition in which the rotary bar 101has started rotating and is passing through the first timing area 102.

The aforementioned “120% region” is not limited to the case as describedabove. For example, as shown in FIG. 21A, the “120% region” may beprovided in the range from its start angle to a predetermined position,or as shown in FIG. 21B, two “120% regions” may be provided in tworespective places. FIG. 21A shows the case in which a range 102 a from astart angle of 45° to an angle of 65° obtained by adding 200 thereto isset as the “120% region”. Also, FIG. 21B shows the case in which a range102 a from a start angle of 45° to an angle of 65° obtained by adding20° thereto and the other range from an end angle of 135° to an angle of105° obtained by subtracting 30° from the end angle are set as the “120%regions”.

FIG. 16 shows the “specialty table”. This is a table which is set when a“special” command has been selected by the player. As used herein, theterm “special” refers to a command for using special power which isindividually set for each character. For example, player character A111turns into a fusion monster to be described later, and will thus be ableto use attack magic which has not been allowed to use in a normal state.As shown in this FIG. 16, special power which can be used according tothe type of a player character, and a power value and the range of eachtiming area are set for each special power.

As shown in this FIG. 16, when a player character is player characterA111, attack magic 1 to 3 can be used as special power, and power valuesset in them are used to calculate the amount of opponent's damage fordamaging an enemy character using the attack magic 1 to 3. In this case,the greater the power value of special power used, the larger the amountof damage done to the enemy character, i.e., the number of points forreducing HP of the enemy character. The attack magic 1 to 3 becomeusable when player character A111 has turned into the fusion monster tobe described later.

On the other hand, when a player character is player character B112,recovery magic 1 to 3 can be used as special power, and power values setin them are used to calculate a recovery value for recovering the playercharacter using the recovery magic 1 to 3. In this case, the greater thepower value of special power used, the greater the recovery value of theplayer character, i.e., the number of points for recovering HP of theplayer character which has been reduced by the player character's beingdamaged by the enemy character.

Similar to the aforementioned “attack table” (see FIG. 15), a timingarea range is indicated by an angle range enclosed by a “start angle”with a rotation start position 100 a of the rotary bar 101 set to 0° andan “end angle“. These “start angle” and “end angle” are each set to havea value which differs according to the type of special power used. Inaddition thereto, in this “specialty table”, depending on the type ofspecial power used, only the first timing area 102 is set in some cases,and only two, first and second timing areas 102 and 103 are set in othercases. For player character C113, such special power is not prepared,and neither a power value nor a timing area range is set in this“specialty table”.

FIG. 22 shows a calculating formula used to calculate the amount ofopponent's damage caused when the attack magic 1 to 3 are used asspecial power, and a calculating formula used to calculate a recoveryvalue obtained when the recovery magic 1 to 3 are used as special power.

As shown in this FIG. 22, an “allocated value” is set to “0.2” whenspecial power is used for the first time, “0.3” when special power isused for the second time, and “0.5” when special power is used for thethird time.

A “character's individual power” used in the calculating formula forcalculating the amount of opponent's damage caused when the attack magic1 to 3 of FIG. 22 indicates INT (magic attack power) shown in theaforementioned FIG. 3. A “power value of special power used” is a powervalue set in response to the type of the player character and thespecial power used which are shown in FIG. 16.

A “judgment ring correction value” is “1.2” when the “circle” button 12has been operated while the rotary bar 101 is on the 120% region of atiming area, “1” when the “circle” button 12 has been operated while therotary bar 101 is on a region other than the 120% region of a timingarea, and “0” when the “circle” button 12 has not been operated whilethe rotary bar 101 is on a timing area.

For example, in the case where the “special” command has been selectedand attack magic has been selected as special power, when the “circle”button 12 has been operated successfully on all timing areas displayed,a player character thereafter uses the attack magic to attack an enemycharacter, thus causing predetermined damage thereto. For example, toperform an attack using attack magic 1, player character A111 performsonly one attack using the attack magic since only one timing area isset. The amount of opponent's damage at this attack is“0.2×INT×99×1(1.2)” based on FIG. 22, wherein points equivalent to thisamount of opponent's damage are subtracted from HP of the enemycharacter.

Additionally, to compare the timing area ranges of the respective tablesby character, in the “attack table” of FIG. 15, the range of timingareas set for player character A111 is generally wider than the range oftiming areas set for player character B112. For example, the total rangeof timing areas with “soft hit” selected is an angle range of(135°−45°)+(217°−180°)+(337°−292°)=202°, and the total range of timingareas with “normal hit” selected is an angle range of(125°−50°)+(205°−157°)+(282°−247°)=158°.

The reason is that a story is set in which player character A111 is aman character and has great physical strength and high physical attackpower, so that player character A111 excels at a physical attack.Accordingly, the range of timing areas obtained upon selection of the“attack table” is set wider, and the degree of difficulty in operatingthe judgment ring 100 is thus lowered.

In the “specialty table” of FIG. 16, by contrast, the range of timingareas set for player character B112 is wider than the range of timingareas set for player character A111.

The reason is that a story is set in which player character B112 is awoman character and a witch, so that the range of timing areas obtainedin the case of using recovery magic, i.e., upon selection of the“specialty table” is set wider, and the degree of difficulty inoperating the judgment ring 100 is thus lowered.

The characteristic of each character resulting from setting of a storyis thus incorporated into judgment ring 100 execution conditions,thereby creating the enjoyment of searching for not merely a technicalintervention element but a command suitable to the characteristic ofeach character, which further increases player's interest in the game.

FIG. 17 shows the “item table”. This is a table which is set when an“item” command has been selected by the player, wherein use item'sindividual power and the range of each timing area are set according tothe type of an item used. As shown in the “item table”, items A to C canbe used in common by all characters. These items A to C are items whichare used to recover HP of a player character which has been reduced bythe player character's being damaged by an enemy character. Accordingly,the use item's individual power of this “item table” is used tocalculate a recovery value for recovering the player character usingthese items A to C.

FIG. 23 shows a “judgment ring correction parameter table”. This“judgment ring correction parameter table” shows a parameter (hereaftercalled a “judgment ring correction parameter”) for varying a displaymode of the judgment ring 100 (a timing area range, the rotation speedand number of revolutions of the rotary bar 101, the size of thejudgment ring), and the content of variation of the display mode.

The type of the judgment ring correction parameter shown in the“judgment ring correction parameter table” includes “item”, “enemymagic”, and “event type”.

Ten types of items (item D to item M) are set in the “item” acting asthe judgment ring correction parameter shown in the “judgment ringcorrection parameter table”. These items will be available when a partyof player characters has cleared a predetermined condition on eachsub-map. When these items are used in a battle scene or a shop, unlikein a normal state, the display mode of the judgment ring 100 displayedis displayed in a state favorable for the player.

The effects obtained when each item is used will be described.

(1) When item D or item E is used, a timing area range increases twice.That is, the “circle” button 12 becomes easier to operate.

(2) When item F or item G is used, the rotation speed of the rotary bar101 decreases to ½. That is, the “circle” button 12 becomes easier tooperate.

(3) When item H is used, a timing area range increases twice, and therotation speed decreases to ½.

(4) When item I is used, the rotation speed of the rotary bar 101 variesirregularly, sometimes speeding up and sometimes slowing down, but whenthe “circle” button 12 has been operated successfully, attack power,i.e., the amount of opponent's damage increases three times, thusproviding a very favorable state.

(5) When item J is used, the entire range on the judgment ring 100becomes a timing area. That is, an operation of the “circle” button 12at any position of the judgment ring 100 will be successful.

(6) When item K is used, the number of revolutions of the rotary bar 101becomes a maximum of seven instead of one under normal conditions.

(7) When item L is used, the aforementioned item I becomes effective,and the number of revolutions increases, wherein the amount ofopponent's damage increases in response to the number of revolutionsused when the “circle” button 12 has been operated successfully.

(8) When item M is used, a timing area is not displayed on the judgmentring 100, but the number of player characters attacking at random andattack power are determined in response to the timing of operation ofthe “circle” button 12.

The blank sections of this “judgment ring correction parameter table”,in which nothing is described, show that the conditions are all the sameas at normal times.

In this way, these items D to M acting as part of the judgment ringcorrection parameter are acquired, thereby enabling the player to highlyfavorably develop the game, so that these items are set as rare itemswhich are relatively difficult to acquire.

“Enemy magic” set as part of the judgment ring correction parameterrefers to specific enemy magic out of magic possessed by an enemycharacter (which are called “enemy magic”). When a player character hassuffered these enemy magic, the display mode of the judgment ring 100becomes unfavorable for the player. In this “judgment ring correctionparameter table”, six types of enemy magic (enemy magic A to enemy magicF) are set in “magic” acting as part of the judgment ring correctionparameter.

The effects obtained when a player character has suffered the respectiveenemy magic will be described.

(1) When the player character has suffered enemy magic A, a timing arearange on the judgment ring 100 decreases to ½.

(2) When the player character has suffered enemy magic B, the rotationspeed of the rotary bar 101 increases twice.

(3) When the player character has suffered enemy magic C, the size ofthe judgment ring 100 decreases to ½.

(4) When the player character has suffered enemy magic D, the size ofthe judgment ring 100 increases twice, but a timing area range on thejudgment ring 100 decreases to ½.

(5) When the player character has suffered enemy magic E, the size ofthe judgment ring 100 increases twice, but the rotation speed of therotary bar 101 varies irregularly, sometimes speeding up (mid sometimesslowing down. In this case, even if the “circle” button 12 has beenoperated successfully, attack power will not increase three times as inthe aforementioned item I, but it is normal attack power.

(6) When the player character has suffered enemy magic F, a timing arearange, the rotation speed of the rotary bar 101, and the size of thejudgment ring 100 are determined at random in a range of ½ to twice.

An “event type” set as part of the judgment ring correction parameter isan event in which a party of player characters battles against aspecific enemy character, wherein, when the event occurs, the displaymode of the judgment ring 100 becomes unfavorable for the player. Inthis “judgment ring correction parameter table”, four kinds of eventtypes (medium bosses A to C and a final boss) are set in the “eventtype” acting as part of the judgment ring correction parameter.

The effect obtained when the respective event types occur will bedescribed.

(1) An event type “medium boss A” is an event in which a party of playercharacters encounters and battles against the “medium boss A” which is akind of enemy boss character. When this event occurs, the rotation speedof the rotary bar 101 increases twice.

(2) An event type “medium boss B” is an event in which a party of playercharacters encounters and battles against the “medium boss B” which is akind of enemy boss character. When this event occurs, a timing arearange decreases to ½.

(3) An event type “medium boss C” is an event in which a party of playercharacters encounters and battles against the “medium boss C” which is akind of enemy boss character. When this event occurs, a timing arearange decreases to ½ and, furthermore, the rotation speed of the rotarybar 101 varies irregularly, sometimes speeding up and sometimes slowingdown.

(4) An event type “final boss” is an event in which a party of playercharacters encounters and battles against the “final boss” which is akind of enemy boss character. When this event occurs, a timing arearange decreases to ½.

As used herein, the term boss character refers to an enemy character,the defeat of whom enables acquisition of a very large number of pointsas compared to the normal enemy characters. Therefore, as describedabove, the display mode of the judgment ring 100 becomes difficult forthe player to operate.

Judgment Ring Determination Process 2

The aforementioned “judgment ring determination process 2” will bedescribed using FIG. 64.

First, as shown in FIG. 64, by referring to any of the “attack table”(see FIG. 15), “specialty table” (see FIG. 16), and “item table” (seeFIG. 17”), the CPU 21 determines a timing area range for each total ofaction types (ST361). Subsequently, in response to (based on) thejudgment ring correction parameter to be described later, the CPU 21corrects the timing area range determined in the aforementioned ST361, apreset rotation speed and number of revolutions of a rotary bar, and apreset size of a judgment ring (ST362). The CPU 21 will therebydetermine a plurality of judgment rings corresponding to a plurality ofaction types which can be executed by a character who performs a doubleattack and a double combo attack. If this process ends, the processmoves to ST363.

In ST363, the CPU 21 then changes the timing area range into a “double”range. Such a change in timing area will hereafter be described usingFIG. 24.

As described above, the timing area determined in ST361 is stored in theRAM 23. As used herein, the term timing area refers to a timing area ofa judgment ring corresponding to each plurality of action types whichcall be executed by one character. Such judgment rings include aphysical attack such as shown in FIG. 24, a magic attack such as shownin FIG. 24B, and item use such as shown in FIG. 21C. In “double” aid“double combo”, action types of the same kind cannot be selected, but acombination of action types of different kinds can be selected.Consequently, a combination of action types in “double” and “doublecombo” includes a combination of physical attack and magic attack suchas shown in FIG. 24D, a combination of physical attack and item use, acombination of a plurality of types of magic attacks such as shown inFIG. 24E, a combination of magic attack and item use, and the like.

First, judgment ring determination control in the combination ofphysical attack and magic attack is based on the shape of the physicalattack. The CPU 21 reads out the physical attack timing areas andreduces each timing area to 80% for determination. The CPU 21 thenallocates the last timing area 121 event of a determination as towhether magic is to be exercised or not. The CPU 21 thereby determines a“double” timing area range such as shown in FIG. 24D. That is, the CPU21 will use a judgment ring of one revolution to determine an actionresult (action result and action process) corresponding to a pluralityof (e.g., two) action types which are executed by one character. The CPU21 exerts judgment ring determination control similarly over thecombination of physical attack and item use. Also, the CPU 21 allocatesthe last timing area 121 even to a determination as to the effect ofitem use.

Judgment ring determination control in a combination of first classmagic attack and second class magic attack is based on the shape of amagic attack having a larger number of timing areas. For example, out ofthe first class magic attack having a judgment ring with two timingareas and the second class magic attack having a judgment ring with onetiming area, the determination control is based on the first class magicattack having a larger number of timing areas. The CPU 21 reads out thetiming areas of the first class magic attack and reduces each timingarea to 80% for determination. The CPU 21 then allocates the last timingarea 122 even to a determination as to whether the second class magicattack is to be exercised or not. The CPU 21 thereby determines a“double” timing area range such as shown in FIG. 21E. That is, the CPU21 will use a judgment ring of one revolution to determine an actionresult (action result and action progress) corresponding to a pluralityof (e.g., two) action types which are executed by one character.

Additionally, judgment ring determination control in the combination ofmagic attack and item use is based on the shape of a magic attack.Therefore, the CPU 21 reads out magic attack timing areas and reduceseach timing area to 80% for determination. The CPU 21 then allocates thelast timing area 121 even to a determination as to the effect of itemuse. The CPU 21 thereby similarly determines a “double” timing arearange such as shown in FIG. 24E. That is, the CPU 21 will use a judgmentring of one revolution to determine an action result (action result andaction progress) corresponding to a plurality of (e.g., two) actiontypes which are executed by one character.

That is, the CPU 21 sets a timing area (determination region) based on aplurality of action types selected. Particularly, the CPU 21 willdetermine the result and progress of a plurality of actions which arebased on the selected plurality of action types, in a determination modecorresponding to at least any of the plurality of action types, based ona smaller number of times than the number of times the plurality ofaction types have been selected. The CPU 21 which executes such aprocess corresponds to one example of a character action result/progressdetermination module.

In this way, the result and progress of a plurality of actions, whichare based on a plurality of action types selected based on anoperational signal, is determined, based on the operational signal, bythe determination mode of the result and progress of a smaller number ofactions than the number of the plurality of actions. Also, a pluralityof action controls based on the determined result and progress of theplurality of actions are executed in accordance with the action order ofa plurality of characters. Accordingly, the result and progress of theplurality of actions can be determined, by a determination modecorresponding to at least any of the plurality of action types, based ona smaller number of times than the number of times the plurality ofaction types have been selected. This can simplify an intricatedetermination mode and furthermore enables smooth execution of actionprogress, which can prevent player's interest in the game fromdecreasing.

Additionally, control is exerted over the display of an actionresult/progress determination region for determining an action resultand progress, a moving region which is displayed in a moving fashionwithin the action result/progress determination region for apredetermined period, and a determination region which is set within theaction result/progress determination region based on a selectedcharacter action type. Also, a relatively favorable action result andprogress is determined when the current position of a moving regionstored in response to an operational signal is in the determinationregion. Accordingly, a chance to perform an operation as the movingregion is displayed in a moving fashion is given to the player so as toprovide the player with the relatively favorable action result andprogress, whereby a game highly filled with action can be provided, thusmaking it possible to increase player's interest in the game.

Also, the determination region is set based on a plurality of act iontypes. Accordingly, the determination region can be set in response toaction types, such as based on the number of action types, and thedetermination region can be diversified in response to action types,such as providing a determination region which is easy to operate, or adetermination region which is difficult to operate, thus making itpossible to increase player's interest in the game.

Furthermore, a plurality of action types are made selectable for onecharacter, and the determination region is set based on the plurality ofaction types, thereby determining the result and progress of a pluralityof actions which are based on the plurality of action types for onecharacter. Accordingly, the action of one character can be diversified,thus making it possible to increase player's interest in the game.

Judgment Ring Determination Process 3

The aforementioned “judgment ring determination process 3” will bedescribed using FIG. 65.

First, as shown in FIG. 65, by referring to any of the “attack table”(see FIG. 15), “specialty table” (see FIG. 16), and “item table” (seeFIG. 17”), the CPU 21 determines a timing area range for each total ofaction types (ST371). Subsequently, in response to (based on) thejudgment ring correction parameter to be described later, the CPU 21corrects the timing area range determined in the aforementioned ST371, apreset rotation speed and number of revolutions of a rotary bar, and apreset size of a judgment ring (ST372). The CPU 21 will therebydetermine a plurality of judgment rings corresponding to a plurality ofaction types which can be executed by a character who performs a comboattack (shortcut). If this process ends, the process moves to ST373.

In ST373, the CPU 21 then changes the timing area range into a “comboshortcut” range. Such a change in timing area will hereafter bedescribed using FIG. 25.

As described above, the timing area determined in ST371 is stored in theRAM 23. As used herein, the term timing area refers to a timing area ofa judgment ring corresponding to each plurality of action types whichcan be executed by a plurality of characters. Such judgment ringsinclude one or a plurality of timing areas, as shown in FIG. 25A.

Thereupon, the CPU 21 determines a judgment ring including a pluralityof timing areas, such as shown in FIG. 25A, as a judgment ring includingone timing area, such as shown in FIG. 25B. The CPU 21 calculates, forexample, the average value of the angular widths of a plurality oftiming areas, then determines the angular width of a timing area reducedto 80% from this average value, and determines the start angle of apredetermined timing area. The CPU 21 thereby converts a judgment ringincluding a plurality of timing areas, such as shown in FIG. 25A, into ajudgment ring including one timing area, such as shown in FIG. 25B.Also, the CPU 21 converts a judgment ring relating to character B, aswell as judgment rings relating to character A such as shown in FIGS.25A and 25B, into a judgment ring including one timing area such asshown in FIG. 25C. Instead of such a method, any other method issufficient as long as a judgment ring including a plurality of timingareas can thereby be converted into a judgment ring including one timingarea.

The CPU 21 then calculates the angular width of a new timing area usingthe following formula.Value A=angular width of previous timing area×[1375−{125×(nthcharacter)−1}]Angular width of new timing area=angular width of previous timingarea×(value A/1000)

The CPU 21 thus calculates the angular width of the new timing area. Theangular width of the new timing area is thereby configured such that anangular width corresponding to a second character is narrower than anangular width corresponding to a first character, and an angular widthcorresponding to a third character is narrower than the angular widthcorresponding to the second character. Thus, a subsequent character in“combo” is more difficult to hit. That is, a determination regioncorresponding to the action result and progress of a subsequentcharacter will be set narrower than a determination region correspondingto the action result and progress of the previous character.

In determination control over a combo (shortcut) attack in which aplurality of action types performed by two characters can be selected,the CPU 21 then calculates value B using the following formula.

In determination control over the combo (shortcut) attack in which aplurality of action types performed by two characters can be selected,the CPU 21 then calculates value B using the following formula.Value B=[{start angle of timing area+(angular width of timingarea/2)}×140/360]+80+[{(nth character)−1}×140]

The CPU 21 then calculates the start angle of a new timing area usingthe expression of value B−(angular width of timing area/2). When theangular width of a timing area is 133 or more, value B and the startangle of the new timing area are calculated with the timing area angularwidth set to 133. Also, when there is a 120% region, the CPU 21determines the range of the 120% region based on the ratio of the timingarea angular width and the 120% region.

As shown in FIG. 25D, the CPU 21 thus determines a judgment ring whichis used to determine the action result of two characters in “combo(shortcut)”. The CPU 21 thereby similarly determines a “combo(shortcut)” timing area range such as shown in FIG. 25D. That is, theCPU 21 will use a judgment ring of one revolution to determine an actionresult (action result and action progress) corresponding to a pluralityof (e.g., two) action types executed by two characters.

Also, in determination control over a combo (shortcut) attack in which aplurality of action types performed by three characters can be selected,the CPU 21 calculates value B using the following formula.Value B=[{start angle of timing area+(angular width of timingarea/2)}×100/360]+60+[{(nth character)−1}×100]

The CPU 21 then calculates the start angle of a new timing area usingthe expression of value B−(angular width of timing area/2). When theangular width of a timing area is 95 or more, value 13 and the startangle of the new timing area are calculated with the timing area angularwidth set to 95. Also, when there is a 120% region, the CPU 21determines the range of the 120% region based on the ratio of the timingarea angular width and the 120% region.

As shown in FIG. 25E, the CPU 21 thus determines a judgment ring whichis used to determine the action result of three characters in “combo(shortcut)”. The CPU 21 thereby similarly determines a “combo(shortcut)” timing area range such as shown in FIG. 25F. That is, theCPU 21 will use a judgment ring of one revolution to determine an actionresult (action result and action progress) corresponding to a pluralityof (e.g., three) action types executed by three characters.

Also, in determination control over a combo (shortcut) attack in which aplurality of action types performed by four characters can be selected,the CPU 21 calculates value 13 using the following formula.Value B=[{start angle of timing area+(angular width of timingarea/2)}×80/360]+40[{(nth character)−1}80]

The CPU 21 then calculates the start angle of a new timing area usingthe expression of value B−(angular width of timing area/2). When theangular width of a timing area is 76 or more, value B and the startangle of the new timing area are calculated with the timing area angularwidth set to 76. Also, when there is a 120% region, the CPU 21determines the range of the 120% region based on the ratio of the timingarea angular width and the 120% region.

As shown in FIG. 25F, the CPU 21 thus determines a judgment ring whichis used to determine the action result of four characters in “combo(shortcut)”. The CPU 21 thereby similarly determines a “combo(shortcut)” timing area range such as shown in FIG. 25F. That is, theCPU 21 will use a judgment ring of one revolution to determine an actionresult (action result and action progress) corresponding to a pluralityof (e.g., four) action types executed by four characters.

That is, the CPU 21 sets a timing area (determination region) based on aplurality of action types selected. Particularly, the CPU 21 willdetermine the result and progress of a plurality of actions which arebased on the selected plurality of action types, in a determination modecorresponding to at least any of the plurality of action types, based ona smaller number of times than the number of times the plurality ofaction types have been selected. The CPU 21 which executes such aprocess corresponds to one example of the character actionresult/progress determination module.

In this way, the result and progress of a plurality of actions, whichare based on a plurality of action types selected based on anoperational signal are determined, based on an operational signal, bythe determination mode of the result and progress of a smaller number ofactions than the number of the plurality of actions. Also, a pluralityof action controls based on the determined result and progress of theplurality of actions are executed in accordance with the action order ofa plurality of characters. Accordingly, the result and progress of theplurality of actions can be determined, in a determination modecorresponding to at least any of the plurality of action types, based ona smaller number of times than the number of times the plurality ofaction types have been selected. This can simplify an intricatedetermination mode and furthermore enables smooth execution of actionprogress, which can prevent player's interest in the game fromdecreasing.

Additionally, control is exerted over the display of an actionresult/progress determination region for determining an action resultand progress, a moving region which is displayed in a moving fashionwithin the action result/progress determination region for apredetermined period, and a determination region which is set within theaction result/progress determination region based on a selectedcharacter action type. Also, a relatively favorable action result andprogress is determined when the current position of a moving regionstored in response to an operational signal is in the determinationregion. Accordingly, to perform an operation as the moving region isdisplayed in a moving fashion, a chance is given to the player so as toprovide the player with the relatively favorable action result andprogress, whereby a game highly filled with action can be provided, thusmaking it possible to increase player's interest in the game.

Also, the determination region is set based on a plurality of actiontypes. Accordingly, the determination region can be set in response toaction types, such as based on the number of action types, and thedetermination region can be diversified in response to action types,such as providing a determination region which is easy to operate, or adetermination region which is difficult to operate, thus making itpossible to increase player's interest in the game.

Furthermore, action types are made selectable for each plurality ofcharacters, and the determination region is set based on the pluralityof action types, thereby determining the result and progress of aplurality of actions which are based on the plurality of action typesperformed by the plurality of characters. Accordingly, a plurality ofactions among a plurality of characters can be diversified, thus makingit possible to increase player's interest in the game.

Judgment Ring Determination Process

The aforementioned “judgment ring determination process” will bedescribed using FIG. 66.

First, as shown in FIG. 66, the CPU 21 determines whether a “circle”button operational signal has been input or not (ST380). If the playerhas operated the “circle” button 12, in this process, the CPU 21receives the operational input signal from the control section 4, andwill determine that the “circle” button operational signal has beeninput. If the CPU 21 determines that the “circle” button operationalsignal has been input, it stores in the RAM 23 the position of therotary bar 101 in the judgment ring 100 (ST381), and then moves theprocess to ST382. That is, the CPU 21 and the RAM 23 will store thecurrent position of the rotary bar 101 (moving region) in response to anoperational signal from the control section 4. Such a CPU 21 and RAM 23correspond to one example of a moving region storage module. Conversely,if it is not determined that the “circle” button operational signal hasbeen input, the CPU 21 moves the process to ST387.

In ST 382, it is determined whether or not the rotary bar 101 is on atiming area. In this process, if the CPU 21 has received all operationalinput signal from the control section 4 by the process of ST380, itwill, based on the current position of the rotary bar 101 which has beenstored in ST381, determines whether or not the display mode is such thatthe aforementioned rotary bar 101 is displayed on a timing area of thejudgment ring 100. That is, the CPU 21 will determine whether the timingat which the player has operated the “circle” button 12 is a specifictiming or not. The CPU 21 which executes such a process corresponds to aconsistency determination module which determines the consistencybetween the timing of an operational input from the control section 4,which has been performed while the display mode of a variable displayregion is varying, and the aforementioned display mode. If the CPU 21determines that the rotary bar 101 is on the timing area, it moves theprocess to ST383. Conversely, if it is not determined that the rotarybar 101 is on the timing area, the CPU 21 moves the process to ST387.

In ST383, it is determined whether or not the rotary bar 101 is on a120% region. In this process, if the CPU 21 has received an operationalinput signal from the control section 4 by the process of ST380, itwill, based on the current position of the rotary bar 101 which has beenstored in ST381, determine whether or not the display mode is such thatthe aforementioned rotary bar 101 is display on a 120% region of thejudgment ring 100. That is, the CPU 21 will determine whether the timingat which the player has operated the “circle” button 12 is a specifictiming or not.

If the CPU 21 determines that the rotary bar 101 is on the 120%, region,it sets “1.2” in a predetermined region of the RAM 23 as theaforementioned judgment ring correction value (ST384), and then movesthe process to ST386. Conversely, if it is not determined that therotary bar 101 is on the 120% region, the ClPU 21 sets “1” in thepredetermined region of the RAM 23 as the judgment ring correction value(ST385), and then moves the process to ST386.

In ST386, the process of calculating an amount of damage or a recoveryvalue is executed. In this process, based on the command type, charactertype, and use item which have been selected, the CPU 21 calculates anamount of damage or a recovery value according to a predeterminedformula, and sets this calculation result in a predetermined region ofthe RAM 23. That is, the CPU 21 will, based on an operational signalfrom the control section 4 and a plurality of characters data, determinethe action result and progress which are based on the action type of acharacter selected, in accordance with a determination mode which, eachtime an action type is selected, corresponds to the action type. Also,in other words, if the current position of the rotary bar 101 (movingregion) is in a timing area (determination region), the CPU 21 will, outof the plurality of action results and progresses, determine arelatively favorable action result and progress. If this process ends,the process moves to ST387.

In ST387, it is determined whether a judgment ring 100 display endcondition has been achieved or not. This end condition refers to any ofthe conditions (1) that a prescribed number of revolutions (normally,one revolution, and in some cases, the number of revolutions increasesdepending on a judgment ring correction parameter) has been consumed,and (2) that a prescribed number of observation push operations(normally, three operations, and in some cases, it varies depending onvarious parameters) has been consumed. The CPU 21 will detect anddetermine whether such an end condition has been established or not. Ifthe CPU 21 determines that this end condition has been fulfilled, itbrings this sub-routine to an end. Conversely, if the CPU 21 does notdetermine that this end condition has been fulfilled, it moves theprocess again to ST380.

Particularly, in the case of “double” and “double combo”, the CPU 21will, by setting a timing area (determination region) based on aplurality of action types selected for one character, determine theresult and progress of a plurality of actions which are based on theplurality of action types for the one character. Also, in the case of“combo” (shortcut), the CPU 21 will, by setting a timing area(determination region) based on a plurality of action types selected fora plurality of characters, determine the result and progress of aplurality of actions which are based on the plurality of action typesfor the plurality of characters.

Combo Establishment Determination Process

The aforementioned “combo establishment determination process will bedescribed using FIG. 67.

First, as shown in FIG. 67, the CPU 21 determines a combo condition (acondition for continuously and collaboratively executing an action,i.e., a continuation condition and a collaboration condition) has beenestablished or not (ST391). In this process, the CPU 21 will, based onthe result of the “judgment ring determination process” executed inST324 and ST334, determine that the combo condition has been establishedif the rotary bar 101 has been displayed on all timing areas (validregion) in the judgment ring 100 in response to an operational inputsignal from the control section 1. If the CPU 21 then determines thatthe combo condition has been established, it moves the process to ST392.Conversely, if it is not determined that the combo condition has beenestablished, the CPU 21 moves the process to ST396.

In ST392, a combo ring setting process is executed. In this process, theCPU 21 sets a combo ring in response to a selected action (so-called“combo”, “double combo”) type. Specifically, in response to the selectedaction type, the CPU 21 sets a display mode in which the combo ring isdisplayed, such as a display time at which the combo ring is displayedand a button image displayed in the combo ring.

The CPU 21 then supplies the image processing section 24 with datarelating to the set combo ring, and thereby executes a combo ringdisplay control process (ST393). The image processing section 24 therebydisplays the combo ring on the display 16 in the display mode of thecombo ring set in ST393. If this process ends, the process moves toST394.

In ST394, it is determined whether a button signal selected within atime limit has been input or not. If the CPU 21 determines in thisprocess that the button signal selected within the time limit has beeninput, it moves the process to ST395. Conversely, if it is notdetermined that the button signal selected within the time limit hasbeen input, the CPU 21 moves the process to ST396. That is, the CPU 21which executes this process determines whether or not an operationalinput from the control section 4 has been made within a time limit as apredetermined operation input displayed on the display 16. Also, if thisCPU 21 determines that the operational input from the control section 4has been made within the time limit as the predetermined operationalinput displayed on the display 16, it means that a predeterminedcollaboration condition has been established. That is, as one example ofthe predetermined collaboration condition, it will be determined that anoperation input from the control section 4 has been made within a timelimit as a predetermined operational input displayed on the display 16.

In ST 395, the process of setting a combo establishment flag to ON isexecuted. In this process, the CPU 21 sets a combo establishment flag,which is stored on a predetermined region of the RAM 23, to ON, andstores this ON combo establishment flag. The CPU 21 which executes thisprocess makes a setting in such a manner that another player characterattacks an enemy character. If this process ends, this sub-routine isbrought to an end.

In ST396, the process of setting a combo establishment flag to OFF isexecuted. In this process, the CPU 21 sets a combo establishment flag,which is stored on a predetermined region of the RAM 23, to OFF, andstores this OFF combo establishment flag. If this process ends, thissub-routine is brought to an end.

Energy Drain Process

The aforementioned “energy drain process” will be described using FIG.68. This “energy drain process” is invoked if an action type “energydrain” has been successful.

First, as shown in FIG. 68, the CPU 21 determines whether or not aplayer character is in a specific state (ST501). In this process, theCPU 21 will, depending on whether or not data indicates that a stateflag in the RAM 23 is in a specific state, determine whether or not aplayer character is in a specific state. If the CPU 21 determines thatthe player character is in the specific state, it brings thissub-routine to an end without executing ST502 to ST505. If the playercharacter is in the specific state, the action type itself of “energydrain” cannot be selected, thus resulting in a control such that thisprocess cannot be executed. However, as a precautionary measure, thisprocess is executed, thereby absolutely preventing addition of a caloriefrom being executed. Conversely, if the CPU 21 determines that theplayer character is not in the specific state, it moves the process toST502.

In ST502, the CPU 21, by referring to the character data table (see FIG.4), extracts a calorie of an enemy character targeted for an attack.Based on the calorie of the enemy character, the CPU 21 then calculatesa calorie to be added (ST503). In this process, the CPU 21 reads fromthe RAM 23 the number of times (the number of enemy characters on which)“energy drain” has been executed since this battle scene has started.The CPU 21 then calculates a numerical value, which is obtained bydividing a calorie itself corresponding to the enemy character by thenumber of times (the number of enemy characters on which) “energy drain”has been executed, as the calorie to be added. Subsequently, in ST504,the CPU 21, by updating the character table (see FIG. 4), adds thecalculated calorie to a calorie corresponding to the player character.The CPU 21 then updates the number of times (the number of enemycharacters on which) “energy drain” has been executed. That is, the CPU21 which executes such a process will, on condition that the action modeof a player character against an enemy character has been selected basedon an operational signal from the control section 4, add a calorie(specific data) corresponding to the enemy character to a calorie(player character state data) corresponding to the player character. Inthis embodiment, the CPU 21 which executes such a process corresponds toone example of a player character state data addition module. If thisprocess ends, the process moves to ST505.

In ST505, based on the calorie of the player character, the CPU 21determines the state of the player character as being changeable. Inthis process, the CPU 21 reads out the calorie of the player characterwhich results from the addition in ST504. The CPU 21 then, by referringto the player character state setting table (see FIG. 10), determinesthe state of the character as being changeable. Also, the CPU 21, ifchanging the state of the player character based on the calorie of theplayer character, sets a state flag on data indicative of a state. Thestate of the player character will thereby be changed after such anaction type of “energy drain” ends. Particularly, if the calorie of theplayer character is +100 or higher or −100 or lower, then in order tochange the state of the player character to the state of “super glamour”or “super slim” (specific state), the CPU 21 sets the state flag on dataindicative of a specific state. The CPU 21 will thus, for example, basedon a calorie (player character state data) out of the player characterdata stored in the RAM 23 (i.e., based on a predetermined changecondition), change the state of the player character which has beenpreviously determined in this process. In other words, the CPU 21 will,based on the result obtained by the addition in ST504, change(determine) the state of a player character. Particularly, the CPU 21will, for example, on condition that a calorie (player character statedata) has reached a predetermined value (e.g., +100 or −100) and so on,change the state of a player character to a relatively favorablespecific state. In this embodiment, the CPU 21 which executes such aprocess corresponds to one example of a player character statedetermination module and a player character state change module. If thisprocess ends, this sub-routine is brought to an end.

Calorie Initialization Process

The aforementioned “calorie initialization process” will be describedusing FIG. 69. This “calorie initialization process” is invoked when aplayer character who can execute energy drain takes a turn at performingan action.

First, as shown in FIG. 69, the CPU 21 determines whether or not aplayer character has turned into a specific state and has performed apredetermined number of (e.g., five) battles (ST511). In this process,the CPU 21 will, depending on whether or not a player character who canexecute “energy drain” has encountered a predetermined number of battlescenes after the player character has turned into the specific state,determines whether or not the player character has turned into thespecific state and has performed the predetermined number of battles. Ifthe CPU 21 determines that the player character who can execute “energydrain” has turned into the specific state and has performed thepredetermined number of battles, it moves the process to ST512.Conversely, if the CPU 21 determines that the player character who canexecute “energy drain” has not turned into the specific state but, orhas turned into the specific state and has not performed thepredetermined number of battles, it brings this sub-routine to an endwithout executing ST512 or ST513.

In ST512, a player character's calorie is initialized (set to “0”). Inthis process, the CPU 21 will, on condition that a player character'scalorie (player character state data) has reached a predetermined valueand the player character has turned into a specific state, change theplayer character's calorie to the initial value. In this embodiment, theCPU 21 which executes such a process corresponds to one example of aninitial value change module. The CPU 21 then, based on the playercharacter's calorie changed to the initial value, determines the playercharacter's state as being changeable (ST513). In this process, based ona calorie corresponding to the player character's calorie changed to theinitial value in ST512, the CPU 21 changes the player character's state(e.g., “pink bat” state). Also, the CPU 21 set a state flag as dataindicating a player character's state to be changed. The playercharacter's state will thereby be changed after such an action type of“energy drain” ends. Particularly, in the case where the playercharacter's calorie has reached “0” and the player character's state ischanged to “pink bat” state (specific state), the CPU 21 sets the stateflag to data indicative of the initial state. The CPU 21 will thus,based on a calorie (player character state data) corresponding to theplayer character stored in the RAM 23, change the player character'sstate previously determined in this process. In this embodiment, the CPU21 which executes such a process corresponds to one example of a playercharacter state determination module and the player character statechange module. In this process ends, this sub-routine is brought to anend.

In this embodiment, control is exerted such that “energy drain” itselfcannot be executed on the same enemy character, but the invention is notlimited to this configuration. For example, control may be exerted suchthat “energy drain” itself can be executed on the same enemy character.Also, in this embodiment, a numerical value obtained by dividing acalorie itself corresponding to an enemy character by the number oftimes (the number of enemy characters on whom) “energy drain” has beenexecuted is calculated as a calorie to be added. However, the inventionis not limited to this configuration. For example, instead of dependingon the number of times (the number of enemy characters on whom) “energydrain” has been executed after this battle scene has started, thecalorie itself corresponding to the enemy character may be calculated asa calorie to be added.

In this way, on condition that a player character action mode against anenemy character has been selected based on an operational signal fromthe operating device, specific data corresponding to the enemy characteris added to player character state data, and a player character's stateis changed based on the addition result. Accordingly, since thecondition is such that a player character action mode against an enemycharacter has been selected based on an operational signal from theoperating device, the player can purposefully perform the addition ofthe player character state data in response to the action mode againstthe enemy character. Furthermore, since specific data corresponding toan enemy character targeted for an action mode is added, for example,specific data differing according to an enemy character type will beadded. Consequently, it is possible to arbitrarily and easily change aplayer character's state while executing an action corresponding to anenemy character.

Also, on condition that player character state data has reached apredetermined value, the player character state data is changed to theinitial value, and a player character's state is changed to a relativelyfavorable specific state. Accordingly, the player purposefully setchanges player character state data to a relatively favorable specificstate by setting it to the initial value, and player character statedata is changed to the initial value. This can therefore harmonize achange to a specific state with a limitation on a specific state, thusmaking it possible to provide a strategic game.

Magic Plate Setting Process

The aforementioned “magic plate setting process” will be described usingFIG. 70. This “magic plate setting process” is invoked when a magicsetting operation has been performed in ST21 and the like.

First, as shown in FIG. 70, the CPU 21 determines whether or not a magicplate is ready to be set (ST600). If the CPU 21 determines in thisprocess that the magic plate is ready to be set, it moves the process toST601. Conversely, if the CPU 21 determines that the magic plate is notready to be set, it brings this sub-routine to an end without executingST601 to ST606. In this embodiment, if a magic plate setting menu hasbeen selected, it will be determined that the magic plate is ready to beset.

In ST601, the CPU 21 refers to the character table, magic plate settingtable (see FIG. 8), and magic stone setting table (see FIG. 9). The CPU21 then executes a magic plate magic stone display control process(ST602). In this process, based on the reference result, the CPU 21supplies the image processing section 21 with data which is based on themagic plate setting table (see FIG. 8) and magic stone setting table(see FIG. 9). The image processing section 24 thereby exerts control todisplay on the display 16 the shape (shape type, size, and the like) ofa magic plate related to a character, a shape relating to a magic stonerelated to the magic plate, and an image relating to additional powerand the like. That is, the CPU 21, image processing section 24, and thelike will exert control to display the region of a shape, whichcorresponds to the type of a region (addition power data) of the magicplate, and the shape of at least any of a plurality of types of magicstones (power objects). In this embodiment, the CPU 21, image processingsection 24, and the like, which execute such a process, correspond toone example of a region display control section and a power objectdisplay control section. If this process ends, the process moves toST603.

In ST603, the CPU 21 determines whether a magic plate change operationhas been performed or not. If, in this process, the CPU 21 determines,in response to an operational signal from the control section 4, thatthe magic plate change operation has been performed, then it moves theprocess to ST604. Conversely, if the CPU 21 determines, in response tothe operational signal from the control section 4, that the magic platechange operation has not been performed, it brings this sub-routine toan end without executing ST604 to ST606.

In ST604, the CPU 21 executes a character table/magic plate settingtable change process. In this process, in response to an operationalsignal from the control section 4, the CPU 21 changes the type of amagic plate set for each character in the character data table (see FIG.4) (including a type not set therein) and the type of a magic stone setin each region of the magic plate in the magic plate setting table (seeFIG. 8) (including a type not set therein). As described later indetail, in ST606, addition power data corresponding to such settings ofa magic plate and a magic stone will be added to character data relatingto a character. That is, there are a plurality of types of magic plates(additional power data determination modules) which differ in any or thenumber, shape size, and shape type of regions, the CPU 21 will set anyof the plurality of types of magic plates, relating it to a character.

Also, the CPU 21 will, based on an operational signal from the controlsection 4, determine additional power data to be added to characterdata. In other words, the CPU 21 will, on condition that a magic stone(power object) has been set in a region of a magic plate, determineadditional power data corresponding to the region as additional powerdata to be added to character data.

Particularly, in order to change the type of a magic stone set in eachregion of a magic plate, the CPU 21 compares the shape (shape type,size, and the like) of a region in the magic plate setting table and theshape (shape type, size, and the like) of a magic stone in the magicstone setting table. If the region and the magic stone are the same inshape type and the magic stone is of a size smaller than or equal tothat of the shape of the region, the CPU 21 determines that the magicstone can be set in the region. That is, the CPU 21 will, on conditionthat a magic stone (power object) smaller than or equal to the size of aregion has been set in the region, determine additional power data,which corresponds to the size of a magic stone related to the region, asadditional power data to be added to character data.

Also, the CPU 21 will, on condition that a magic stone (power object)corresponding to the shape of a region of the magic plate has been setin the region, determine additional power data, which corresponds to thetype of the power object, as additional power data to be added tocharacter data. In this embodiment, the CPU 21 which executes such aprocess corresponds to one example of a plurality of types of additionalpower data determination modules and additional power data settingmodules.

The CPU 21 then executes a table change display control process (ST605).In this process, the CPU 21 supplies the image processing section 24with data which indicates the magic plate setting for each character andthe magic stone setting for each magic plate which have been changed inST604. The image processing section 24 then exerts control to display onthe display 16 the changed magic plate setting for each character andmagic stone for each magic plate. Specifically, the CPU 21 exertscontrol to display on the display 16 the shape (shape type, size, andthe like) of a magic plate related to a character, a shape (shape type,size, and the like) relating to a magic stone related to the magicplate, and an image relating to additional power and the like. That is,the CPU 21, image processing section 24, and the like will exert controlto display the region of a shape, which corresponds to the type of aregion (addition power data) of the magic plate, and the shape of atleast any of a plurality of types of magic stones (power objects). Inthis embodiment, the CPU 21, image processing section 24, and the like,which execute such a process, correspond to one example of the regiondisplay control section and power object display control section. Ifthis process ends, the process moves to ST606.

In ST606, the CPU 21 executes a character's individual power additionprocess. In this process, by referring to the characters' individualpowers (see FIGS. 3A and 3B), character data table (see FIG. 4), magicplate setting table (see FIG. 8), magic stone setting table (see FIG.9), and the like, the CPU 21 adds additional power data, which relatesto the magic stone of a magic plate set on a character set based on thesetting of ST604, to character's individual power and character datarelating to the set character. The CPU 21 then sets data obtained by theaddition in the RAM 23, and thereby adds addition power data to thecharacter. That is, the CPU 21 will, based on the magic stone(additional power data) of the magic plate (additional power datadetermination module) determined in ST604 and character data relating tothe character which has been set by relating it to the magic stone inST604, determine the power of the character. The CPU 21 which executessuch a process corresponds to one example of a character powerdetermination module. If this process ends, this sub-routine is broughtto an end.

Magic Plate Editing Process

The aforementioned “magic plate editing process” will be described usingFIG. 71. This “magic plate editing process” is invoked if a magic plateediting operation has been performed in ST21 and the like.

First, as shown in FIG. 71, the CPU 21 determines whether or not a magicplate is ready to be edited (ST610). If the CPU 21 determines that themagic plate is ready to be edited, it moves the process to ST601.Conversely, if the CPU 21 determines that the magic plate is not readyto be edited, it brings this sub-routine to an end without executingST611 to ST615. In this embodiment, if a predetermined amount of moneyis possessed at a magic plate arranging shop, it will be determined thatthe magic plate is ready to be edited.

In ST611, similar to ST601, the CPU 21 refers to the character table,magic plate setting table (see FIG. 8), and magic stone setting table(see FIG. 9). The CPU 21 then, as in the case of ST602, executes a magicplate/magic stone display control process (ST612). In this process,based on the reference result, the CPU 21 supplies the image processingsection 241 with data which is based on the magic plate setting table(see FIG. 8) and magic stone setting table (see FIG. 9). The imageprocessing section 24 thereby exerts control to display on the display16 the shape (shape type, size, and the like) of a magic plate relatedto i character, a shape (shape type, size, and the like) relating to amagic stone related to the magic plate, and an image relating toadditional power and the like. That is, the CPU 21, image processingsection 24, and the like will exert control to display the region of ashape, which corresponds to the type of a region (addition power data)of the magic plate, and the shape of at least any of a plurality oftypes of magic stones (power objects). In this embodiment, the CPU 21,image processing section 24, and the like, which execute such a process,correspond to one example of the region display control section andpower object display control section. If this process ends, the processmoves to ST613.

In ST613, the CPU 21 determines whether a magic plate editing operationhas been performed or not. If, in this process, the CPU 21 determines,in response to an operational signal from the control section 4, thatthe magic plate editing operation has been performed, then it moves theprocess to ST614. Conversely, if the CPU 21 determines, in response tothe operational signal from the control section 4, that the magic plateediting operation has not been performed, it brings this sub-routine toan end without executing ST614 or ST615.

In ST614, the CPU 21 executes a magic plate table editing process. Inthis process, the CPU 21, in response to an operational signal, changesthe shape (shape type, size, and the like) of each region of a magicplate, in the magic plate setting table (see FIG. 8). That is, the CPU21 will change the shape type and size of a region of a magic plate(additional power data determination module). In this embodiment, theCPU 21 which executes such a process corresponds to one example of aregion size change module and a region shape type change module.

The CPU 21 then executes a table editing display control process(ST615). In this process, the CPU 21 supplies the image processingsection 24 with data indicating the magic plate shape (shape type, size,and the like) changed in ST614. The image processing section 21 thenexerts control to display the changed magic plate shape (shape type,size, and the like) on the display 16. That is, the CPU 21, imageprocessing section 24, and the like will exert control to display theshape (shape type, size, and the like) of a region of a magic plate. Inthis embodiment, the CPU 21, image processing section 24, and the likewhich execute such a process correspond to one example of the regiondisplay control section. If this process ends, this sub-routine isbrought to an end.

In this way, control is exerted to display a region of a shapecorresponding to the type of additional power data and the shape of apower object, and on condition that a power object corresponding to theshape of the region has been set in the region, addition power datacorresponding to the type of the power object is determined asadditional power data to be added to character data. Accordingly, theshape of the region is related to the shape of the power object, therebydetermining additional power data corresponding to the power object, sothat any player can easily recognize relation and can easily customize aplayer character, thus making it possible to increase player's interestin the game.

Additionally, additional power data, which corresponds to the size of apower object and becomes relatively favorable for a character pursuantto the size of the power object, is stored, and the size of a region canbe changed. Also, additional power data is determined in response to thesize of a power object which is smaller than or equal to the size of aregion and is related to the region. Accordingly, since additional powerdata is made relatively favorable for a character pursuant to the sizeof a power object, a more favorable power object can be set by changingthe size of a region, so that a player character can be customized, thusmaking it possible to increase player's interest in the game. Also,since additional power data is determined in response to the size of apower object corresponding to the region, any player can easilyrecognize the size of a power object and can easily customize a playercharacter, thus making it possible to increase player's interest in thegame.

Furthermore, the shape type of a region can be changed. Accordingly, thetype of additional power data can easily be changed, thus making itpossible to increase player's interest in the game.

Additionally, there are provided a plurality of types of additionalpower data which are different in at least any of the number, shapesize, and shape type of regions, and any of them are set related to acharacter. Also, based on character data and additional power datarelating to the set character, power of the character is set.Accordingly, the additional power data of the additional power datadetermination module can be customized for each character, so thatadditional power data of a character can be diversified, thus making itpossible to increase player's interest in the game.

Furthermore, additional power data for changing the increase/decreaseratio of character data to a character action mode is stored, and oncondition that the power object of the character has been set in aregion, additional power data corresponding to the region is determinedas additional power data to be added to the character. Accordingly,additional power data for changing the increase/decrease ratio ofcharacter data to a character action mode is set, thereby making itpossible to change the increase/decrease ratio of character data to acharacter action mode. Therefore, character's additional power data canbe diversified, thus making it possible to increase player's interest inthe game.

Grouping Process

The aforementioned “grouping process” will be described using FIG. 72.This “grouping process” is invoked in a group setting operation whichhas been performed in ST21 and the like.

First, as shown in FIG. 72, the CPU 21 determines whether a groupsetting operation has been performed or not (ST701). If the CPU 21determines that the group setting operation has been performed, then inresponse to an operational signal from the control section 4, itexecutes a grouping table (see FIG. 6) change process (ST702). In thisprocess, the CPU 21 will, by updating the grouping table in response tothe operational signal from the control section 4, classify a pluralityof characters into battle group members (characters in the first group)and standby group members (characters in the second group). Also, theCPU 21 can store the classification into the battle and standby groupmembers as a plurality of types of groups, such as, for example, groupA, group B, and group C. If this process ends, this sub-routine isbrought to an end. Conversely, if the CPU 21 determines, in response tothe operational signal from the control section 4, that no group settingoperation has been performed, it brings this sub-routine to an endwithout executing ST702.

Group Selection Process

The aforementioned “group selection process” will be described usingFIG. 73. This “group selection process” is invoked if a group selectionoperation has been performed in ST21 and the like.

First, as shown in FIG. 73, the CPU 21 determines whether a groupselection operation has been performed or not (ST711). If the CPU 21determines, in response to an operational signal from the controlsection 4, that the group selection operation has been performed, itexecutes a group flag change process (ST712). In this process, the CPU21, in response to an operational signal from the control section 4, seta group flag in the RAM 23 as being changeable. Specifically, in orderto change the group flag from group C to group A which are set in thegrouping table (see FIG. 6), the CPU 21 changes the group flag from dataindicating group C to data indicating group A. The CPU 21 will thereby,based on an operational signal from the control section 4, select anygrouping pattern from a plurality of grouping patterns, and based on theselected grouping pattern, classify a plurality of characters into abattle group (first group) and a standby group (second group). That is,the CPU 21 will, based on an operational signal from the control section4, classify the plurality of characters into the battle group (firstgroup) and the standby group (second group). In this embodiment, the CPU21 which executes such a process corresponds to one example of acharacter grouping module and a grouping pattern selection module. Ifthis process ends, this sub-routine is brought to an end. Conversely, ifthe CPU 21 determines, in the operational signal from the controlsection 4, that no group selection operation has been performed, itbrings this sub-routine to an end without executing ST702.

In this way, a plurality of grouping patterns each including a pluralityof characters are stored, and any grouping pattern is selected from theplurality of grouping patterns. Based on the selected grouping pattern,the plurality of characters are classified into the first group and thesecond group. Accordingly, any grouping pattern can be selected from theplurality of grouping patterns, which enables easy and smoothclassification of groups in response to the power and state of acharacter, the progress of the game, and the like, so that the game canbe enjoyed simply and strategically.

Status Display Control Process

The aforementioned “status display control process” will be describedusing FIG. 74. This “status display control process” is invoked when astatus display operation has been performed in ST21 and the like.

First, as shown in FIG. 74, the CPU 21 determines whether a statusdisplay operation has been performed or not (ST721). If, in thisprocess, the CPU 21 determines, in response to an operational signalfrom the control section 4, that the status display operation has beenperformed, then it moves the process to ST722. Conversely, if the CPU 21determines, in response to the operational signal from the controlsection 4, that no status display operation has been performed, itbrings this sub-routine to an end without executing ST722 to ST726.

In ST722, the CPU 21 reads a group nag from the RAM 23 and, based on thegroup flag, selects any group from a plurality of groups. The CPU 21then, by referring to the grouping table, determines a characterbelonging to the battle group and a character belonging to the standbygroup (ST723). Thereafter, the CPU 21, by referring to the display itemsetting table (see FIG. 7), identifies item data to be extracted by thebattle group and item data to be extracted by the standby group, andthen extracts the item data of the character belonging to the battlegroup (ST724) while extracting the item data of the character belongingto the standby group (ST725). In the display item setting table (seeFIG. 7), item data to be extracted by the battle group and item data tobe extracted by the standby group are different in the type and numberof items to be extracted. If this process ends, the process moves toST726.

In ST726, the CPU 21 supplies various data to the image processingsection 241 and thereby executes an item data display control process.The CPU 21 supplies the image processing section 24 with the extracteditem data relating to the character of the battle group, the extracteditem data relating to the character of the standby group, and the like.The image processing section 24 thereby displays the extracted item datarelating to the character of the battle group in the first displayregion 16 a (see FIGS. 43A to 44B) on the display 16, and displays theextracted item data relating to the character of the standby group inthe second display region 16 b (see FIGS. 43A to 44B) on the display 16.

The CPU 21, image processing section 24, and the like will thus, basedon a plurality of item data stored, exert control to display a pluralityof item data, for each plurality of characters, in a predetermineddisplay region. Also, in other words, the CPU 21, image processingsection 24, and the like exert control to differentiate the number ofpieces of item data between the first display region, which displaysitem data corresponding to a first character classified as the battlegroup (first group), and the second display region, which displays itemdata corresponding to a second character classified as the standby group(second group). Particularly, the CPU 21, image processing section 24,and the like will exert control to display item data corresponding tothe first character, in the first display region, with a larger numberof pieces of item data than in the second display region. In thisembodiment, the CPU 21, image processing section 24, and the like whichexecute such a process correspond to one example of a character datadisplay control section. If this process ends, this sub-routine isbrought to an end.

The number of pieces of item data is thus made different between thefirst display region, which displays item data corresponding to a firstcharacter classified as the first group, and the second display region,which displays item data corresponding to a second character classifiedas the second group. Accordingly, item data to be displayed can be madedifferent according to the type, state, and the like of characters, suchas the first character and the second character, so that a plurality ofitem data can be displayed in a display mode in which a display regionhas been effectively utilized. Consequently, unnecessary item data whichvaries depending on the type and state of a character can be omitted,thus enabling display in a more easily viewable display mode.

Also, to exert action control over the first character based on a largernumber of pieces of item data than that of the second character, itemdata corresponding to the first character is displayed in the firstdisplay region, with a larger number of pieces of item data than that inthe second display region. Accordingly, a larger number of pieces ofitem data can be displayed for a character over which action control isexerted based on a relatively large number of pieces of item data.Consequently, unnecessary item data which varies depending on the typeand state of a character can be omitted, thus enabling display in astill more easily viewable display mode.

Program

Additionally, the aforementioned game program will be described indetail. This game program is used to make a computer function,specifically, as the following modules. In other words, the game programis used to make the computer execute the following modules (processes,steps). Also, the game program is used to make the following processesact as various functions and to make the computer actualize thefunctions. Furthermore, such a computer includes an operating devicecapable of being operated by the player, a display device which displaysan image relating to the game, and the like.

(A1) A character data storage module (process) which stores a pluralityof character data a relating to a plurality of characters.

(A2) A character action order determination module (process) whichdetermines the action order of the plurality of characters.

(A3) A character action mode selection module (process) which selects acharacter action mode based on an operational signal from the operatingdevice and the plurality of character data.

(A4) A character action control section (control process) which exertscontrol over a character's action based on the character action modeselected by the character action mode selection module.

(A5) A special character action control section (control process) whichcarries out the character action mode selection by the character actionmode selection module and the character action control by the characteraction control section in accordance with the action order of theplurality of characters which has been determined by the characteraction order determination module.

(A6) A module (process) which, in the character action mode selectionmodule, makes selectable a character action connection mode for bringinga connection to a character action to be performed in a subsequent turn.

(A7) A module (process) which, in the character data storage module,stores an action value, which varies based on the action control exertedby the character action control section, for each plurality ofcharacters.

(A8) A module (process) which, in the character action mode selectionmodule, makes the character action connection mode selectable oncondition that the action value has reached a predetermined value.

(A9) A module (process) which, in the special character action controlsection, when the character action connection mode has been selected asa character action mode by the character action mode selection module,carries out the character action control, which is based on thecharacter action connection mode, before the next action mode of thecharacter is selected.

(A10) A module (process) which, in the character action mode selectionmodule, makes selectable a character combined action mode, whichincludes a plurality of action modes combined, on condition that theaction value has reached a predetermined value.

(A11) A module (process) which, in the special character action controlsection, when the character combined action mode has been selected as acharacter action mode by the character action mode selection module,carries out the character action control, which is based on thecharacter combined action mode, before the next action mode of thecharacter is selected.

(A12) A module (process) which, in the character action mode selectionmodule, makes selectable a character combined action connection mode,which includes a plurality of action modes combined and brings aconnection to a character action to be performed in a subsequent turn,on condition that the action value has reached a specific value which isgreater than the predetermined value.

(A13) A module (process) which, in the special character action controlsection, when the character combined action connection mode has beenselected as a character action mode by the character action modeselection module, carries out the character action control, which isbased on the character combined action connection mode, before the nextaction mode of the character is selected.

(A14) A module (process) which, in the character data storage module,when the character action connection mode hats been selected by thecharacter action mode selection module, stores an action value reducedto a prescribed value.

(A15) A module (process) which, in the character data storage module,when the character combined action mode has been selected by thecharacter action mode selection module, stores an action value reducedto a prescribed value.

(A16) A module (process) which, in the character data storage module,when the character combined action connection mode has been selected bythe character action mode selection module, stores an action value,reducing it to a prescribed value.

(A17) A character action type selection module (process) which selects acharacter's action type based on the operational signal from theoperating device and the plurality of character data.

(A18) A character action result/progress determination module (process)which determines the result and progress of an action, which is based onthe character action type which has been selected by the characteraction type selection module based on the operational signal from theoperating device and the plurality of character data, by a determinationmode corresponding to the action type, each time the action type isselected.

(A19) A character action control section (control process) which exertscharacter action control based on the action result and progress whichhave been determined by the character action result/progressdetermination module.

(A20) A special character action control section (control process) whichcarries out the action result/progress determination by the characteraction result/progress determination module and the character actioncontrol by the character action control section, in accordance with theaction order of a plurality of characters which has been determined bythe character action order determination module.

(A21) A module (process) which, in the character action result progress(determination module, determines the result and progress of a pluralityof actions, which are based on a plurality of action types which havebeen selected by the character action type selection module, by adetermination mode corresponding to at least any of the plurality ofaction types, and by a smaller number of times than the number of timesthe plurality of action types have been selected.

(A22) A display control section (control process) which, in thecharacter action result/progress determination module, exerts control todisplay an action result/progress determination region for determiningan action result and progress, a moving region which is displayed in amoving fashion within the action result/progress determination regionfor a predetermined period, and a determination region which is setwithin the action result/progress determination region based on acharacter action type selected by the character action type selectionmodule.

(A23) A moving region storage module (process) which, in the characteraction result/progress determination module, stores the current positionof the moving region in response to an operational signal from theoperating device.

(A24) A module (progress) which, in the character action result/progressdetermination module, when the current position of the moving regionwhich has been stored in the moving region storage module is in thedetermination region, determines a relatively favorable action resultand progress out of a plurality of action results and progresses.

(A25) A module (process) which, in the character action result/progressdetermination module, sets the determination region based on a pluralityof action types selected by the character action type selection module.

(A26) A module (process) which, in the character action type selectionmodule, makes a plurality or action types selectable for one character.

(A27) A module (process) which, in the character action result/progressdetermination module, by setting a determination region based on aplurality of action types selected for one character by the characteraction type selection module, determines the result and progress of aplurality of actions which are based on a plurality of action types forone character.

(A28) A module (process) which, in the character action type selectionmodule, makes an action type selectable for each plurality ofcharacters.

(A29) A module (process) which, in the character action result/progressdetermination module, by setting a determination region based on aplurality of action types selected for a plurality of characters by thecharacter action type selection module, determines the result andprogress of a plurality of actions which are based on a plurality ofaction types for a plurality of characters.

(A30) A character data storage module (process) which stores a pluralityof item data for each plurality of characters.

(A31) A character data display control section (control process) whichexerts control to display a plurality of item data in a predetermineddisplay region for each plurality of characters based on the pluralityof item data stored by the character data storage module.

(A32) A character grouping module (process) which classifies a pluralityof characters into a first group and a second group based on anoperational signal from the operating device.

(A33) A module (process) which, in the character data display controlsection, differentiates the number of pieces of item data between afirst display region, which displays item data corresponding to thefirst character classified as the first group, and a second displayregion, which displays item data corresponding to the second characterclassified as the second group.

(A31) A character action control section (control process) which exertscharacter action control based on the plurality of characters datastored in the character data storage module.

(A35) A first character action control section (control process) whichexerts action control of the first character classified as the firstgroup, based on a larger number of pieces of item data than that of thesecond character classified as the second group.

(A36) A module (process) which, in the character data display controlsection, exerts control to display item data corresponding to the firstcharacter, in the first display region, with a larger number of piecesof item data than that in the second display region.

(A37) A grouping pattern storage module (process) which stores aplurality of grouping patterns each for a plurality of characters.

(A38) A grouping pattern selection module (process) which, in thecharacter grouping module, selects any grouping pattern from theplurality of grouping patterns stored in the grouping pattern storagemodule, based on an operational signal from the operating device.

(A39) A module (process) which, in the character grouping module,classifies a plurality of characters into a first group and a secondgroup based on the grouping pattern selected by the grouping patternselection module.

(A40) A character data storage module (process) which stores characterdata relating to a character.

(A41) An additional power data storage module (process) which storesaddition power data to be added to character data.

(A42) An additional power data determination module (process) whichdetermines additional power data to be added to character data, based onan operational signal from the operating device.

(A43) A character power determination module (process) which determinescharacter power based on the character data stored in the character datastorage module and the additional power data determined by theadditional power data determination module.

(A44) A module (process) which, in the additional power storage module,stores a plurality of types of additional power data classified by atype.

(A45) A module (process) which, in the additional power storage module,stores a plurality of types of power objects which are classified by ashape corresponding to the type and are used to determine characterpower.

(A46) A region display control section (control process) which exertscontrol to display a region of a shape corresponding to the type of theadditional power data.

(A47) A power object display control section (control process) whichexerts control to display the shape of at least any of the plurality oftypes of power objects.

(A48) A module (process) which, in the additional power datadetermination module, on condition that a power object corresponding tothe shape of the region has been set in the region, determinesadditional power data, which corresponds to the type of the powerobject, as additional power data to be added to character data.

(A49) A module (process) which, in the additional power data storagemodule, stores additional power data which corresponds to the size or apower object and is made relatively favorable for a character pursuantto the size of the power object.

(A50) A region size change module (process) which changes the size ofthe region.

(A51) A module (process) which, in the additional power datadetermination module, on condition that a power object of a sizecorresponding to the size of the region or smaller has been set in theregion, determines additional power data, which corresponds to the sizeof the power object related to the region, as additional power data tobe added to character data.

(A52) A region shape type change module (process) which changes theshape of the region.

(A53) A plurality of types of the additional power data determinationmodules (processes) which are different in at least any of the number,shape size, and shape type of regions.

(A54) An additional power data setting module (process) which sets anyof the plurality of types of additional power data determinationmodules, relating it to a character.

(A55) A module (process) which, in the character power determinationmodule, determines character power based on character data, whichrelates to characters set related to one another by the additional powerdata setting module, and additional power data of the additional powerdata determination module, which has been set related to the charactersby the additional power data setting module.

(A56) A player character data storage module (process) which storesplayer character data relating to a player character.

(A57) An enemy character data storage module (process) which storesenemy character data relating to an enemy character.

(A58) A player character state determination module (process) whichdetermines a player character state based on the player character datastored by the player character data storage module.

(A59) A character action mode selection module (process) which selects aplayer character action mode based on an operational signal from theoperating device and the player character state determined by the playercharacter state determination module.

(A60) A character action control section (control process) which exertsplayer character action control based on the player character actionmode selected by the character action mode selection module.

(A61) A player character state change module (process) which, based on apredetermined change condition, changes the player character statedetermined by the player character state determination module.

(A62) A module (process) which, in the enemy character data storagemodule, stores specific data for each enemy character.

(A63) A module (process) which, in the player character data storagemodule, stores player character state data relating to a playercharacter state.

(A64) A player character state data addition module (process) which, inthe character action mode selection module, on condition that a playercharacter action mode against an enemy character has been selected basedon an operational signal from the operating device, adds specific datacorresponding to the enemy character to player character state data.

(A65) A module (process) which, in the player character state changemodule, changes a player character state based on the result of theaddition by the player character state data addition module.

(A66) An initial value change module (process) which, on condition thatthe player character state data has reached a predetermined value,changes the player character state data to an initial value.

(A67) A module (process) which, in the player character state changemodule, on condition that the player character state data has reached apredetermined value, changes a player character state to a relativelyfavorable specific state.

Recording Medium

Additionally, as a computer-readable recording medium with such a gameprogram recorded therein may store, other than the aforementioned gameprogram, a power parameter and a possessed item parameter for eachplurality of characters.

Other Embodiments

The embodiment has been described above, but the invention is notlimited to this embodiment. For example, the control section 4 which theplayer operates may be integrated with the apparatus body 1.

Additionally, in this embodiment, the configuration is such that, afterall the characters appearing in a “battle scene” have executed theiractions, a turn order in which the actions of all the characters are tobe executed is determined again. However, the invention is not limitedto this configuration, and may adopt another configuration. For example,the configuration may be such that, before all the characters executetheir actions, a character who has finished executing an action executesthe next action.

Furthermore, the invention can similarly be applied to a portable gamingapparatus or a desktop gaming apparatus which integrally includes aplayer-operable operating device, a display device for displaying animage and a sound, a storage module for storing a game program, and acontrol section for executing a control process in accordance with thegame program.

Still furthermore, the invention can also be applied to a so-callednetwork game in which a game can be performed in such a manner that thegame program is stored in a server apparatus linked to a network such asan internet 56 (see FIG. 75) and is linked to the server apparatus froma personal computer, a cellular telephone, a Personal Digital Assistant(PDA), or the like.

One example will be described using a network gaming system of FIG. 75.In this network gaming system, a cellular telephone 53A, 533, 53C actingas a terminal on which the game is performed is linked via a basestation 52A, 52B to, for example, a PDC network 51 capable of packetcommunication connection, thus accessing an information center 55 viathis PDC network 51 in response to a player's operation and a gamingstate. The information center 55, in response to a request from thecellular telephone 53A, 53B, 53C, acquires various information via anetwork, such as the Internet 56, from a server 57A, 57B having storedtherein data and the like, which are necessary for the game, in additionto the game program, and transmits information necessary for the game tothe cellular telephone 53A, 53B, 53C. As in the case of a server 58 inFIG. 75, the configuration may be such that a server storing game dataand the like are connected to the information center 55 by a specifiedor dedicated communication line 60 instead of via a network such as theInternet 56.

As a method in which the player executes the game, a game program ispre-downloaded to the cellular telephone 53A, 533, 53C from the server57A, 57B, and the game program is executed on the cellular telephones53A, 53B, 53C body. In addition, various methods can be considered, suchas the method of causing the cellular telephone 53A, 53B, 53C to bear aso-called browser-like role in which the game program is executed on theserver 57A, 57B in accordance with a command from the cellular telephone53A, 53B, 53C, while the game contents are browsed on the cellulartelephone 53A, 533, 53C. Also, the configuration may be such thatcellular telephones are linked to each other using the PDC network 54,and such that players can thus share this gaming system or take on eachother at a game.

In this embodiment, the configuration is such that there are providedthe judgment ring 100 including the reference region and the rotary bar101 acting as the variable region. However, the invention is not limitedto this configuration, and may adopt another configuration. For example,the configuration may be such that the judgment ring is used as thevariable region and a region such as the rotary bar is used as thereference region. That is, the reference region or the variable regionwill be formed to include a plurality of valid regions which arerelatively favorable for the player and an invalid region which isrelatively unfavorable for the player. Also, it is not necessary to usesuch a judgment ring.

Additionally, in the aforementioned embodiment, when “combo” (characteraction connection mode) which brings a connection to a character actionto be performed in a subsequent turn, “double” (character combinedaction mode) which includes a plurality of action modes combined,“double combo” (character combined action connection mode) whichincludes a plurality of action modes combined and brings a connection toa character action to be performed in a subsequent turn, or the like hasbeen selected, then the special action value is stored reduced to theprescribed value. However, the invention is not limited to thisconfiguration. For example, the special action value may be cumulatedinstead of being reduced to the prescribed value.

Furthermore, in the aforementioned embodiment, “combo” for selecting aplurality of action types (action modes) for each plurality ofcharacters, “double” for selecting a plurality of action types (actionmodes) for one character, “double combo” for selecting a plurality ofaction types (action mode) for each plurality of characters andselecting a plurality of action types (action modes) for one character,or the like is made selectable. However, the invention is not limited tothis configuration. “Combo” is sufficient if it is the character actionconnection mode which brings a connection to a character action to beperformed in a subsequent turn. For example, the action of a selectedcharacter is sufficient if it brings a connection to a character actionto be performed in a subsequent turn before the next action mode of thecharacter is selected, and it does not matter whether the action ordercontinues or not. Also, “double” is sufficient if it is the charactercombined action mode which includes a plurality of action modescombined. For example, when “double” has been selected, the “double” issufficient if it combines a plurality of action modes before the nextaction mode of the selected character is selected, and it does notmatter whether a plurality of actions based on the plurality of actionmodes continue or not. Furthermore, “double combo” is sufficient if itis the character combined action connection mode which includes aplurality of action modes combined and brings a connection to acharacter action to be performed in a subsequent turn. For example, the“double combo” is sufficient if it combines a plurality of action modesand brings a connection to a character action to be performed in asubsequent turn before the next action mode of a selected character isselected. Moreover, “combo”, “double”, “double combo”, and the like neednot necessarily be attack actions, and may also be actions other thanattack actions.

Still furthermore, in the aforementioned embodiment, the configurationis such that, on condition that the special action value has reached thepredetermined value, “double” or the like is made selectable, and suchthat, when the “double” or the like has been selected as an action mode,character action control based on the “double” or the like is carriedout before the next action mode of the character is selected. However,the invention is not limited to this configuration. For example, it isnot necessary that, on condition that the special action value hasreached the predetermined value, “double” or the like is madeselectable. For example, “double” may be made selectable regardless ofthe special action value. Furthermore, in the aforementioned embodiment,the configuration is such that, on condition that the special actionvalue has reached a specific value greater than the predetermined value,“double combo” or the like is made selectable, and such that, when the“double” has been selected as an action mode, character action controlbased on the “double combo” or the like is carried out before the nextaction mode of the character is selected. However, the invention is notlimited to this configuration. For example, it is not necessary that, oncondition that the special action value has reached the predeterminedvalue, “double combo” or the like is made selectable. For example,“double combo” may be made selectable regardless of the special actionvalue. Also, it is sufficient if, for example, the configuration is suchthat, on condition that the special action value has reached thepredetermined value, “combo” or the like is made selectable, and suchthat, when “combo” has been selected as an action mode, character actioncontrol based on the “combo” or the like is carried out before the nextaction mode of the character is selected. Besides, it is not necessarythat “combo” or the like is made selectable on condition that thespecial action value has reached the predetermined value. Moreover, itis not necessary that the special action value is stored based on anaction mode.

Still furthermore, in the aforementioned embodiment, the configurationis such that “double” is selected, thereby making a plurality of actiontypes selectable for one character, and such that a timing area(determination region) is set based on the plurality of action typesselected for the one character, thereby determining the result andprogress of a plurality of actions which are based on the plurality ofaction types for the one character. Also, in the aforementionedembodiment, the configuration is such that “combo (shortcut)” isselected, thereby making action types selectable for each plurality ofcharacters, and such that a timing area (determination region) is setbased on the plurality of action types selected for the plurality ofcharacters, thereby determining the result and progress of a pluralityof actions which are based on the plurality of action types for theplurality of characters. That is, in the aforementioned embodiment, theconfiguration is such that a timing area is set based on the selectedplurality of action types, but the invention is not limited to thisconfiguration. For example, a timing area may be set regardless of aplurality of action types selected for one character. Also, for example,a timing area may be set regardless of a plurality of action typesselected for a plurality of characters. Of course, the configuration maybe such that a timing area is set regardless of the selected pluralityof action types.

Still furthermore, in the aforementioned embodiment, the configurationis such that control is exerted to display the judgment ring 100 fordetermining an action result and progress, the rotary bar 101 which isdisplayed in a moving fashion within the judgment ring 100 for apredetermined period, the timing area 102 which is set within thejudgment ring 100 based on the selected character action type, and thelike, and such that, when the current position of the rotary bar 101 isin the timing area 102 or the like, then out of a plurality of actionresults and progresses, a relatively favorable action result andprogress is determined in response to an operational signal from thecontrol section 4. However, the invention is not limited to thisconfiguration. For example, the configuration may be such that, withoutexerting such display control, when the current position of the rotarybar 101 is not in the timing area 102 or the like, a relativelyfavorable action result and progress are determined in response to anoperational signal from the control section 1. Also, the configurationmay be such that, without exerting such display control, an actionresult and progress are determined in response to an operational signalfrom the control section 4.

Still furthermore, in the aforementioned embodiment, the configurationis such that, with respect to “combo” selected for two characters,“combo” selected for three characters, “combo” selected for fourcharacters, and a plurality of action types (“double”, “double combo”)selected for one character, a plurality of judgment rings are combinedinto one judgment ring, and such that the result and progress of aplurality of action which are based on a plurality of action types isdetermined using the one judgment ring. However, the invention is notlimited to this configuration. For example, the configuration may besuch that, with respect to “combo” selected for three characters and“combo” selected for four characters, a plurality of judgment rings arecombined into two judgment rings, and such that the result and progressof a plurality of action which are based on a plurality of action typesis determined using the two judgment rings. That is, it is sufficient ifthe configuration is such that the result and progress of a plurality ofactions which are based on the selected plurality of action types isdetermined by at least any of the plurality of action types, and by asmaller number of times than the number of times the plurality of actiontypes have been selected. Also, the result and progress of a pluralityof actions which are based on the selected plurality of action types maybe determined by the same number of times.

Still furthermore, based on an operational signal from the controlsection 4, any grouping pattern is selected from a plurality of groupingpatterns, and based on the selected grouping pattern, the plurality ofgrouping patterns are classified into the first group and the secondgroup. However, the invention is not limited to this configuration. Forexample, any grouping pattern may be selected from a plurality ofgrouping patterns at random, instead of based on an operational signalfrom the control section 4. Also, a plurality of grouping patterns eachfor a plurality of characters are stored, but the invention is notlimited to this configuration. For example, it is not necessary to storea plurality of grouping patterns each for a plurality of characters.

Still furthermore, in the aforementioned embodiment, in a battle scene,an action mode is selected based on only character data relating to afirst character classified as the battle group acting as the firstgroup, instead of based on character data relating to a second characterclassified as the standby group acting as the second group. However, theinvention is not limited to this configuration. It is sufficient if, forexample, the configuration is such that action control of a firstcharacter classified as the first group is exerted based on a largernumber of pieces of item data than that of a second character classifiedas the second group. Also, the action control may be exerted based oncharacter data relating to a second character classified as the standbygroup acting as the second group. Furthermore, for example, theconfiguration may be such that the action control of the first characteris exerted based on the same number of pieces of item data. Also, theconfiguration may be such that the action control of the first characteris exerted based on a smaller number of pieces of item data than that ofthe second character. Moreover, it is sufficient if, for example, thenumber of pieces of item data is differentiated between the firstdisplay region and the second display region.

Still furthermore, in the aforementioned embodiment, based on anoperational signal from the control section 4, a plurality of charactersare classified into the first group and the second group, and control isexerted to differentiate the number of pieces of item data between thefirst display region, which displays item data corresponding to a firstcharacter classified as the first group, and the second display region,which displays item data corresponding to a second character classifiedas the second group. However, the invention is not limited to thisconfiguration. For example, a plurality of characters may be classifiedinto the first group and the second group without based on anoperational signal from the control section 4. Also, for example, thefirst display region and the second display region may be set to havethe same number of pieces of item data.

Still furthermore, in the aforementioned embodiment, on condition thatadditional power data for changing the increase/decrease ratio ofcharacter data to a character action mode, such as additional power datain which the amount of damage done to an enemy character increases by20%, and addition power data in which MP consumption of a playercharacter decreases to 50%, has been set in a region, the additionalpower data is added to the character data. However, the invention is notlimited to this configuration. For example, the additional power datafor changing the increase/decrease ratio of character data to acharacter action mode may be eliminated.

Still furthermore, in the aforementioned embodiment, any of a pluralityof types of magic plates (additional power data determination modules),which are different in at least any of the number, shape size, and shapetype of regions, can be set related to a character. However, theinvention is not limited to this configuration. For example, a pluralityof magic plates need not be different in all the number, shape size, andshape type of regions. That is, the configuration may be such that thesame magic plate can be set.

Still furthermore, in the aforementioned embodiment, the shape type,size, attribute, and the like of regions can be changed, but theinvention is not limited to this configuration. For example, any of theshape type, size, attribute, and the like of regions may be set so as tobe unchangeable. Of course, all of them may be set so as to beunchangeable.

Still furthermore, in the aforementioned embodiment, the configurationis such that, on condition that a power object corresponding to the sizeof a region of a magic plate or smaller has been set in the region,additional power data corresponding to the size of the power objectrelated to the region is added to character data. However, the inventionis not limited to this configuration. For example, the configuration maybe such that additional power data is related to the region even thoughit is not the additional power data corresponding to the size of thepower object related to the region, and such that a power object is setto thereby add, to character data, the additional power data related tothe region. Also, for example, the configuration may be such that apower object corresponding to the size of a region of a magic plate orsmaller cannot be set in the region.

Still furthermore, in the aforementioned embodiment, additional powerdata, which corresponds to the size of a power object and becomes morerelatively favorable for a character as the size of the power objectbecomes larger, is added to character data. However, the invention isnot limited to this configuration. Addition power data, whichcorresponds to the size of a power object and becomes more relativelyfavorable for a character as the size of the power object becomessmaller, may be added to character data. That is, it is sufficient ifadditional power data, which corresponds to the size of a power objectand becomes relatively favorable for a character pursuant to the size ofthe power object, is added to character data. Also, for example,additional power data which becomes relatively favorable for acharacter, even though not pursuant to the size of the power object, maybe added to character data.

Still furthermore, in the aforementioned embodiment, the shape type andsize of regions and the shape type and size of magic stones (powerobjects) are stored, but the invention is not limited to thisconfiguration. For example, the shape type of regions and magic stonesmay be of one type. Of course, if the shape type of regions and magicstones is of a plurality of types, the size of regions and magic stonesmay be of one type. That is, it is sufficient if there are stored aplurality of types of additional power data, which are classified by atype, a plurality of types of power objects, which are classified by ashape corresponding to the type and are used to determine characterpower, and the like. Furthermore, even when a power object correspondingto the shape of a region has been set in the region, additional powerdata corresponding to the type of the power object need not necessarilybe added. For example, the feasibility of a judgment ring and apredetermined probability may be added.

Furthermore, in the aforementioned embodiment, on condition that thecalorie (player character state data) of player character B has reacheda predetermined value, player character state data is changed to theinitial value, and the state of the player character is changed to arelatively favorable specific state. However, the invention is notlimited to this configuration. For example, on condition that thecalorie (player character state data) of player character B has reachedthe predetermined value, player character state data need not be changedto the initial value. Also, for example, on condition that the calorie(player character state date) of player character B has reached thepredetermined value, the state of the player character need not bechanged to a relatively favorable specific state.

Still furthermore, in the aforementioned embodiment, on condition thatan action mode of a player character against an enemy character has beenselected based on an operational signal from the control section 4,specific data corresponding to the enemy character is added to playercharacter state data, and the state of the player character is changedbased on the addition result. However, the invention is not limited tothis configuration. For example, the state of the player character maybe changed regardless of the addition result. Of course, for example,the state of the player character need not be changed.

The embodiments of the invention have been described above, but havemerely illustrated specific examples, which will not specifically limitthe invention. That is, the invention is mainly a game program whichallows a computer including a player-operable operating device tofunction as: a character data storage module which stores character datarelating to a character; an additional power data storage module whichstores additional power data to be added to character data; anadditional power data determination module which, based on anoperational signal from the operating device, determines additionalpower data to be added to character data; and a character powerdetermination module which determines character power based on thecharacter data stored in the character data storage module and theadditional power data determined by the additional power datadetermination module, the game program allowing the computer to functionas: a module which, in the additional power data storage module, storesa plurality of types of additional power data classified by, type; amodule which, in the additional power data storage module stores aplurality of types of power objects which are classified by a shapecorresponding to the type and are used to determine character power; aregion display control unit which exerts control to display a region ofa shape corresponding to the type of the additional power data; a powerobject display control unit which exerts control to display the shape ofat least any of the plurality of types of power objects; and a modulewhich, in the additional power data determination module, on conditionthat a power object corresponding to the shape of the region has beenset in the region, determines additional power data, which correspondsto the type of the power object, as additional power data to be added tocharacter data. However, a specific configuration, such as the operatingdevice, character data storage module, additional power data storagemodule, additional power data determination module, character powerdetermination module, region display control unit, power object displaycontrol unit, region size change module, region shape type changemodule, and additional power data setting module, can be changed indesign as appropriate.

The effects described in the embodiments of the invention are merelylisted as the most preferred effects resulting from the invention, andthe effects obtained by the invention are not limited to the onesdescribed in the embodiments of the invention.

Additional advantages and modifications will readily occur to thoseskilled in the art. Therefore, the invention in its broader aspects isnot limited to the specific details and representative embodiments shownand described herein. Accordingly, various modifications may be madewithout departing from the spirit or scope of the general inventiveconcept as defined by the appended claims and their equivalents.

1. A game program product for use in a computer including a player-operable operating device comprising: a character data storage module which stores character data relating to a character; an additional power data storage module which stores additional power data to be added to character data; an additional power data determination module which, based on an operational signal from the operating device, determines additional power data to be added to character data; a character power determination module which determines character power based on the character data stored in the character data storage module and the additional power data determined by the additional power data determination module, wherein the additional power data storage module stores a plurality of types of additional power data classified by type; and stores a plurality of types of power objects which are classified by a shape corresponding to the type and are used to determine character power; and the game program product further comprising; a region display control unit which exerts control to display a region of a shape corresponding to the type of the additional power data; and a power object display control unit which exerts control to display the shape of at least any of the plurality of types of power objects wherein the additional power data determination module, on condition that a power object corresponding to the shape of the region has been set in the region, determines additional power data, which corresponds to the type of the power object, as additional power data to be added to character data.
 2. A game program product according to claim 1, wherein the additional power data storage module stores additional power data which corresponds to the size of a power object and becomes relatively favorable for a character pursuant to the size of the power object; and the game program further comprising: a region size change module which changes the size of the region; wherein the additional power data determination module, on condition that a power object corresponding to the size of the region or smaller has been set in the region, determines additional power data, which corresponds to the size of a power object related to the region, as additional power data to be added to character data.
 3. A game program product according to claim 2, further comprising: a region shape type change module which changes the shape type of the region.
 4. A game program product according to claim 3, further comprising: a plurality of types of the additional power data determination modules which are different in at least any of the number, shape size, and shape type of regions; an additional power data setting module which sets any of the plurality of types of additional power data determination modules, relating it to a character; and wherein the character power determination module determines character power based on character data relating to a character set related thereto by the additional power data setting module and additional power data of all additional power data determination module set related to the character by the additional power data setting module.
 5. A game program product according to claim 1, wherein the additional power data storage module, in response to the region, stores additional power data which is used to change the increase/decrease ratio of character data to a character action mode; and the additional power data determination module, on condition that the power object has been set in the region, determines additional power data, which corresponds to the region, as additional power data to be added to character data.
 6. A gaming apparatus comprising: a player-operable operating device; a character data storage module which stores character data relating to a character; an additional power data storage module which stores additional power data to be added to character data; an additional power data determination module which, based on an operational signal from the operating device, determines additional power data to be added to character data; and a character power determination module which determines character power based on the character data stored in the character data storage module and the additional power data determined by the additional power data determination module, wherein the additional power data storage module stores a plurality of types of additional power data classified by type, and the additional power data storage module stores a plurality of types of power objects which are classified by a shape corresponding to the type and are used to determine character power, the gaming apparatus including: a region display control unit which exerts control to display at region of a shape corresponding to the type of the additional power data; and a power object display control unit which exerts control to display the shape of at least any of the plurality of types of power objects, wherein the additional power data determination module on condition that a power object corresponding to the shape of the region has been set in the region, determines additional power data, which corresponds to the type of the power object, as additional power data to be added to character data. 